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Text File  |  2000-08-18  |  77KB  |  2,384 lines

  1. //  DH INTERACTIVE LLC, COPYRIGHT (C) 1999 
  2. //
  3. //  hb_set_e3.ast written at Wed Jun 23 16:45 1999
  4. //
  5.  
  6.  24                     //  file_type
  7. 112                     //  file_version
  8.  
  9. spaz_model_name hb_spaz
  10.  
  11. collision_joint_table punch_joint_table
  12. {
  13.     r_wrist
  14. };
  15.  
  16. //  hb_set_e3           //  Session name
  17. step1.wav
  18. handgun.wav
  19. door_open.wav
  20. hit_hellboy.wav
  21. hb_idle_to_walk_stairs_up.wav
  22. hb_walk_stairs_up.wav
  23. hb_walk_stairs_up_to_idle.wav
  24. hb_jab.wav
  25. hb_punch.wav
  26. gottit.wav
  27. end
  28.  
  29. // *** This first section contains the names of all the win_anims used by the table
  30.  
  31.  
  32. ////////  These anims are common to all areas
  33.  
  34. //Navigation
  35. hb_idle
  36. hb_idle_to_walk_r_1
  37. hb_idle_to_run
  38. hb_idle_to_walk_back_r_1
  39. hb_walk_r_1
  40. hb_walk_r_2
  41. hb_walk_l_1
  42. hb_walk_l_2
  43. hb_walk_r_1_to_idle
  44. hb_walk_r_2_to_idle
  45. hb_walk_l_1_to_idle
  46. hb_walk_l_2_to_idle
  47. hb_walk_r_2_to_run_pt_1
  48. hb_walk_l_2_to_run_pt_2
  49. hb_run_pt_1
  50. hb_run_pt_2
  51. hb_run_pt_1_to_idle
  52. hb_run_pt_2_to_idle
  53. hb_run_pt_1_to_walk_r_1
  54. hb_run_pt_2_to_walk_l_1
  55. hb_walk_back_r_1
  56. hb_walk_back_r_2
  57. hb_walk_back_l_1
  58. hb_walk_back_l_2
  59. hb_walk_back_r_1_to_idle
  60. hb_walk_back_r_2_to_idle
  61. hb_walk_back_l_1_to_idle
  62. hb_walk_back_l_2_to_idle
  63. hb_jump_back
  64. hb_turn_right_start
  65. hb_turn_right_end_30
  66. hb_turn_right_end_90
  67. hb_turn_left_start
  68. hb_turn_left_end_30
  69. hb_turn_left_end_90
  70.  
  71. //Hits
  72. hb_hit_to_ground
  73. hb_hit_superficial
  74. hb_hit_from_front
  75. hb_hit_from_back
  76. hb_hit_from_left
  77. hb_hit_from_right
  78. hb_hit_hard_from_front
  79. hb_hit_hard_from_front_get_up
  80. hb_hit_hard_from_back
  81. hb_hit_hard_from_back_get_up
  82.  
  83. //Punches
  84. hb_punch
  85.  
  86. //Weapons
  87. hb_sword_from_holster
  88. hb_sword_attack
  89. hb_sword_to_holster
  90.  
  91.  
  92. ////////  These anims are used by some areas
  93.  
  94. //Doors
  95. hb_open_door_pt_1
  96. hb_open_door_pt_2
  97. hb_open_door_try
  98. hb_open_door_away_pt_1
  99. hb_open_door_away_pt_2
  100. hb_open_door_away_try
  101. hb_unlocking_tomb_door
  102.  
  103. //Gates
  104. hb_open_gate_pt_1
  105. hb_open_gate_pt_2
  106. hb_open_locked_gate
  107.  
  108. //Stairs
  109. hb_idle_to_walk_stairs_up
  110. hb_walk_stairs_up
  111. hb_walk_stairs_up_to_walk
  112. hb_idle_to_walk_stairs_down
  113. hb_walk_stairs_down
  114. hb_walk_stairs_down_to_walk
  115.  
  116. //Etc...
  117. hb_pick_up_object_ground_pt_1
  118. hb_pick_up_object_ground_pt_2
  119. hb_pick_pt_1_from_wall
  120. hb_pick_pt_2_from_wall
  121. hb_look_around
  122.  
  123.  
  124. ////////  Episode 3 anims
  125.  
  126. hb_drop_out_time_travel
  127. hb_pull_down_chain
  128. hb_push_column_bookshelf
  129. hb_climb_columns
  130. hb_fall_through_floor
  131. hb_climb_thru_window
  132. hb_put_out_boiler
  133. hb_dying_from_heat
  134. hb_burned_by_pipe
  135. hb_jump_skylight
  136. hb_jump_trapdoor
  137. hb_cook_chicken
  138. hb_receive_sword
  139. hb_pick_pt_1_keys
  140. hb_pick_pt_2_keys
  141. hb_show_monk_head
  142. hb_idle_to_run_up_stairs
  143. hb_run_up_stairs_pt_1
  144. hb_run_up_stairs_pt_2
  145. hb_run_up_stairs_to_idle
  146. hb_walk_back_head_forward
  147. hb_walk_back_head_forward_to_idle
  148. hb_idle_to_walk_back_head_forward
  149. hb_fall_from_skylight
  150. hb_land_on_bookshelf
  151. hb_jump_off_bookshelf
  152. hb_put_cross_in_tomb
  153. hb_get_shield
  154. hb_reflect_light_beam
  155. hb_walk_stairs_down_to_idle
  156. hb_walk_stairs_up_to_idle
  157.  
  158. hb_pick_pt_1_doc
  159. hb_pick_pt_2_doc
  160. hb_throw_tower_lever
  161. hb_throw_pig_food
  162.  
  163.  
  164. // new fight stuff
  165. hb_flesh_arm_punch
  166. hb_combat_idle
  167. hb_knockout_punch
  168. hb_combat_idle_to_idle
  169.  
  170. hb_play_organ
  171. hb_play_organ_to_idle
  172.  
  173. end
  174.  
  175.  
  176. // *** This second section contains the values for each anim state
  177.  
  178.  
  179. ////////  These anim states are common to all areas
  180.  
  181.  
  182. //Navigation
  183. hb_idle
  184. hb_idle_again
  185. hb_idle_to_walk_r_1
  186. hb_idle_to_walk_r_1_and_turn_right
  187. hb_idle_to_walk_r_1_and_turn_left
  188. hb_idle_to_run
  189. hb_idle_to_run_and_turn_right
  190. hb_idle_to_run_and_turn_left
  191. hb_idle_to_walk_back_r_1
  192. hb_idle_to_walk_back_r_1_and_turn_right
  193. hb_idle_to_walk_back_r_1_and_turn_left
  194. hb_walk_r_1
  195. hb_walk_r_2
  196. hb_walk_l_1
  197. hb_walk_l_2
  198. hb_walk_r_1_and_turn_right
  199. hb_walk_r_1_and_turn_left
  200. hb_walk_r_2_and_turn_right
  201. hb_walk_r_2_and_turn_left
  202. hb_walk_l_1_and_turn_right
  203. hb_walk_l_1_and_turn_left
  204. hb_walk_l_2_and_turn_right
  205. hb_walk_l_2_and_turn_left
  206. hb_walk_r_1_to_idle
  207. hb_walk_r_2_to_idle
  208. hb_walk_l_1_to_idle
  209. hb_walk_l_2_to_idle
  210. hb_walk_r_2_to_run_pt_1
  211. hb_walk_l_2_to_run_pt_2
  212. hb_walk_r_2_to_run_pt_1_and_turn_right
  213. hb_walk_r_2_to_run_pt_1_and_turn_left
  214. hb_walk_l_2_to_run_pt_2_and_turn_right
  215. hb_walk_l_2_to_run_pt_2_and_turn_left
  216. hb_run_pt_1
  217. hb_run_pt_2
  218. hb_run_pt_1_and_turn_right
  219. hb_run_pt_1_and_turn_left
  220. hb_run_pt_2_and_turn_right
  221. hb_run_pt_2_and_turn_left
  222. hb_run_pt_1_to_idle
  223. hb_run_pt_2_to_idle
  224. hb_run_pt_1_to_walk_r_1
  225. hb_run_pt_2_to_walk_l_1
  226. hb_run_pt_1_to_walk_r_1_and_turn_right
  227. hb_run_pt_1_to_walk_r_1_and_turn_left
  228. hb_run_pt_2_to_walk_l_1_and_turn_right
  229. hb_run_pt_2_to_walk_l_1_and_turn_left
  230. hb_walk_back_r_1
  231. hb_walk_back_r_2
  232. hb_walk_back_l_1
  233. hb_walk_back_l_2
  234. hb_walk_back_r_1_and_turn_right
  235. hb_walk_back_r_1_and_turn_left
  236. hb_walk_back_r_2_and_turn_right
  237. hb_walk_back_r_2_and_turn_left
  238. hb_walk_back_l_1_and_turn_right
  239. hb_walk_back_l_1_and_turn_left
  240. hb_walk_back_l_2_and_turn_right
  241. hb_walk_back_l_2_and_turn_left
  242. hb_walk_back_r_1_to_idle
  243. hb_walk_back_r_2_to_idle
  244. hb_walk_back_l_1_to_idle
  245. hb_walk_back_l_2_to_idle
  246. hb_jump_back
  247. hb_jump_back_and_turn_right
  248. hb_jump_back_and_turn_left
  249. hb_turn_right_start
  250. hb_turn_right_end_30
  251. hb_turn_right_end_90
  252. hb_turn_left_start
  253. hb_turn_left_end_30
  254. hb_turn_left_end_90
  255.  
  256. //Hits
  257. hb_general_die
  258. hb_dead_on_ground
  259.  
  260. hb_hit_superficial
  261. hb_hit_from_front
  262. hb_hit_from_back
  263. hb_hit_from_left
  264. hb_hit_from_right
  265. hb_hit_hard_from_front
  266. hb_hit_hard_from_front_down
  267. hb_hit_hard_from_front_get_up
  268. hb_hit_hard_from_back
  269. hb_hit_hard_from_back_down
  270. hb_hit_hard_from_back_get_up
  271.  
  272. //Punches
  273. hb_punch
  274.  
  275. //Weapons
  276. hb_sword_from_holster_pt_1
  277. hb_sword_from_holster_pt_2
  278. hb_sword_attack
  279. hb_sword_attack_no_hit_pt_1
  280. hb_sword_attack_hit
  281. hb_sword_attack_no_hit_pt_2
  282. hb_sword_to_holster_pt_1
  283. hb_sword_to_holster_pt_2
  284.  
  285.  
  286.  
  287. ////////  These anim states are used by some areas
  288.  
  289. //Doors
  290. hb_open_door_pt_1
  291. hb_open_door_pt_2
  292. hb_open_door_try
  293. hb_open_door_away_pt_1
  294. hb_open_door_away_pt_2
  295. hb_open_door_away_try
  296. hb_unlocking_tomb_door
  297.  
  298. //Gates
  299. hb_open_gate_pt_1
  300. hb_open_gate_pt_2
  301. hb_open_locked_gate
  302.  
  303. //Stairs
  304. hb_idle_to_walk_stairs_up
  305. hb_walk_stairs_up
  306. hb_walk_stairs_up_to_walk
  307. hb_idle_to_walk_stairs_down
  308. hb_walk_stairs_down
  309. hb_walk_stairs_down_to_walk
  310.  
  311. //Etc...
  312. hb_pick_up_object_ground_pt_1
  313. hb_pick_up_object_ground_pt_2
  314. hb_pick_pt_1_from_wall
  315. hb_pick_pt_2_from_wall
  316. hb_look_around
  317.  
  318.  
  319.  
  320. //// Episode 3 anim states
  321.  
  322.  
  323. hb_drop_out_time_travel
  324. hb_pull_down_chain
  325. hb_push_column_bookshelf
  326. hb_climb_columns
  327. hb_jump_skylight
  328. hb_fall_through_floor
  329. hb_climb_thru_window
  330. hb_put_out_boiler
  331. hb_dying_from_heat
  332. hb_dead_from_heat
  333. hb_burned_by_pipe
  334. hb_jump_trapdoor
  335. hb_cook_chicken_pt_1
  336. hb_cook_chicken_pt_2
  337. hb_cook_chicken_pt_3
  338. hb_cook_chicken_pt_4
  339. hb_receive_sword
  340. hb_pick_sword_pt_2
  341. hb_show_monk_head
  342. hb_hold_monk_head
  343. hb_lower_monk_head
  344. hb_idle_to_run_up_stairs
  345. hb_run_up_stairs_pt_1
  346. hb_run_up_stairs_pt_2
  347. hb_run_up_stairs_to_idle
  348. hb_walk_back_head_forward
  349. hb_walk_back_head_forward_to_idle
  350. hb_idle_to_walk_back_head_forward
  351. hb_fall_from_skylight
  352. hb_fall_from_skylight_end
  353. hb_land_on_bookshelf
  354. hb_jump_off_bookshelf
  355. hb_fall_from_skylight_end_fast
  356. hb_up_from_skylight_fall
  357. hb_put_cross_in_tomb_1
  358. hb_put_cross_in_tomb_2
  359. hb_get_shield
  360. hb_get_shield_part_2
  361. hb_reflect_light_beam
  362. hb_reflect_light_beam_hold
  363. hb_reflect_light_beam_2
  364. hb_walk_stairs_down_to_idle
  365. hb_walk_stairs_up_to_idle
  366.  
  367. hb_pick_pt_1_doc
  368. hb_pick_pt_2_doc
  369. hb_throw_tower_lever
  370. hb_throw_pig_food_pt_1
  371. hb_throw_pig_food_pt_2
  372. hb_throw_pig_food_pt_3
  373.  
  374.  
  375.  
  376. // New fight stuff
  377. hb_combat_idle
  378. hb_jab_1
  379. hb_jab_2
  380. hb_jab_2_turn_left
  381. hb_jab_2_turn_right
  382. hb_punch_fierce
  383. hb_punch_fierce_windup
  384. hb_punch_fierce_hit
  385. hb_punch_fierce_recover
  386. hb_combat_idle_to_idle
  387.  
  388. hb_play_organ
  389. hb_play_organ_to_idle
  390.  
  391. /// for pendulum hack
  392. hb_hit_very_hard_from_front
  393. hb_hit_very_hard_from_back
  394. hb_down_on_face
  395. hb_down_on_back
  396.  
  397.  
  398. end
  399.  
  400.  
  401. ////////////////////////////////////////////////////////////////////////////////////////////////////////
  402.  
  403.  
  404.  
  405. hb_idle                    // name of this anim_state
  406. hb_idle                    // name for the win_anim for this state
  407. hb_idle                    // default link anim for this anim state
  408. idle_anim
  409. use_tail_idle
  410. // Begin entries for this anim state
  411. up;  hb_idle_to_walk_r_1
  412. u l;  hb_idle_to_walk_r_1_and_turn_left
  413. u r;  hb_idle_to_walk_r_1_and_turn_right
  414. d;  hb_idle_to_walk_back_r_1
  415. d r;  hb_idle_to_walk_back_r_1_and_turn_left
  416. d l;  hb_idle_to_walk_back_r_1_and_turn_right
  417. l;  hb_turn_left_start
  418. a l;  hb_turn_left_start
  419. r;  hb_turn_right_start
  420. a r;  hb_turn_right_start
  421. a u;  hb_idle_to_run
  422. a u l;  hb_idle_to_run_and_turn_left
  423. a u r;  hb_idle_to_run_and_turn_right
  424. a d; hb_jump_back
  425. a d l; hb_jump_back_and_turn_right
  426. a d r; hb_jump_back_and_turn_left
  427. end_of_entries
  428.  
  429. hb_idle_again                // name of this anim_state
  430. hb_idle                    // name for the win_anim for this state
  431. hb_idle                    // default link anim for this anim state
  432. use_tail_idle
  433. // Begin entries for this anim state
  434. end_of_entries
  435.  
  436. hb_idle_to_walk_r_1                // name of this anim_state
  437. hb_idle_to_walk_r_1                // name for the win_anim for this state
  438. hb_walk_r_1                        // hb_walk_r_1_to_idle                 default link anim for this anim state
  439. use_tail_idle
  440. // Begin entries for this anim state
  441. ni; hb_idle
  442. e u;  hb_walk_r_1
  443. u l;  hb_idle_to_walk_r_1_and_turn_left
  444. u r;  hb_idle_to_walk_r_1_and_turn_right
  445. e u l;  hb_walk_r_1_and_turn_left
  446. e u r;  hb_walk_r_1_and_turn_right
  447. e a u;  hb_walk_r_2_to_run_pt_1
  448. e a u l;  hb_walk_r_2_to_run_pt_1_and_turn_left
  449. e a u r;  hb_walk_r_2_to_run_pt_1_and_turn_right
  450. end_of_entries
  451.  
  452. hb_idle_to_walk_r_1_and_turn_right      // name of this anim_state
  453. hb_idle_to_walk_r_1                 // name for the win_anim for this state
  454. hb_walk_r_1_to_idle                 // default link anim for this anim state
  455. use_tail_idle
  456. extra_rotation_velocity    0.0000  3.00  0.0000        // extra rotation velocities to apply during anim
  457. // Begin entries for this anim state
  458. ni; hb_idle
  459. e u;  hb_walk_r_1
  460. e u l;  hb_walk_r_1_and_turn_left
  461. e u r; hb_walk_r_1_and_turn_right
  462. e a u;  hb_walk_r_2_to_run_pt_1
  463. e a u l;  hb_walk_r_2_to_run_pt_1_and_turn_left
  464. e a u r;  hb_walk_r_2_to_run_pt_1_and_turn_right
  465. u l; hb_walk_r_1_and_turn_left
  466. end_of_entries
  467.  
  468. hb_idle_to_walk_r_1_and_turn_left       // name of this anim_state
  469. hb_idle_to_walk_r_1                 // name for the win_anim for this state
  470. hb_walk_r_1_to_idle                   // default link anim for this anim state
  471. use_tail_idle
  472. extra_rotation_velocity    0.0000  -3.00  0.0000        // extra rotation velocities to apply during anim
  473. // Begin entries for this anim state
  474. ni; hb_idle
  475. e u;  hb_walk_r_1
  476. e u l;  hb_walk_r_1_and_turn_left
  477. e u r; hb_walk_r_1_and_turn_right
  478. e a u;  hb_walk_r_2_to_run_pt_1
  479. e a u l;  hb_walk_r_2_to_run_pt_1_and_turn_left
  480. e a u r;  hb_walk_r_2_to_run_pt_1_and_turn_right
  481. u r; hb_walk_r_1_and_turn_right
  482. end_of_entries
  483.  
  484. hb_idle_to_run            // name of this anim_state
  485. hb_idle_to_run            // name for the win_anim for this state
  486. hb_run_pt_2_to_idle        // default link anim for this anim state
  487. use_tail_idle
  488. sound_effect 0
  489. // Begin entries for this anim state
  490. e u;  hb_run_pt_2_to_walk_l_1
  491. e a u;  hb_run_pt_1
  492. a u l;  hb_idle_to_run_and_turn_left
  493. a u r;  hb_idle_to_run_and_turn_right
  494. e a u l;  hb_run_pt_1_and_turn_left
  495. e a u r;  hb_run_pt_1_and_turn_right
  496. e u l;  hb_run_pt_2_to_walk_l_1_and_turn_left
  497. e u r;  hb_run_pt_2_to_walk_l_1_and_turn_right
  498. end_of_entries
  499.  
  500. hb_idle_to_run_and_turn_right        // name of this anim_state
  501. hb_idle_to_run                // name for the win_anim for this state
  502. hb_run_pt_2_to_idle            // default link anim for this anim state
  503. use_tail_idle
  504. extra_rotation_velocity    0.0000  3.00  0.0000        // extra rotation velocities to apply during anim
  505. // Begin entries for this anim state
  506. a u;  hb_idle_to_run
  507. a u l;  hb_idle_to_run_and_turn_left
  508. e a u;  hb_run_pt_1
  509. e a u l;  hb_run_pt_1_and_turn_left
  510. e a u r;  hb_run_pt_1_and_turn_right
  511. e u l;  hb_run_pt_2_to_walk_l_1_and_turn_left
  512. e u r;  hb_run_pt_2_to_walk_l_1_and_turn_right
  513. end_of_entries
  514.  
  515. hb_idle_to_run_and_turn_left        // name of this anim_state
  516. hb_idle_to_run                // name for the win_anim for this state
  517. hb_run_pt_2_to_idle            // default link anim for this anim state
  518. use_tail_idle
  519. extra_rotation_velocity    0.0000  -3.00  0.0000    // extra rotation velocities to apply during anim
  520. // Begin entries for this anim state
  521. a u;  hb_idle_to_run
  522. a u r;  hb_idle_to_run_and_turn_right
  523. e a u;  hb_run_pt_1
  524. e a u l;  hb_run_pt_1_and_turn_left
  525. e a u r;  hb_run_pt_1_and_turn_right
  526. e u l;  hb_run_pt_2_to_walk_l_1_and_turn_left
  527. e u r;  hb_run_pt_2_to_walk_l_1_and_turn_right
  528. end_of_entries
  529.  
  530. hb_idle_to_walk_back_r_1        // name of this anim_state
  531. hb_idle_to_walk_back_r_1        // name for the win_anim for this state
  532. hb_walk_back_l_2_to_idle        // default link anim for this anim state
  533. use_tail_idle
  534. // Begin entries for this anim state
  535. e d;  hb_walk_back_r_1
  536. d r;  hb_idle_to_walk_back_r_1_and_turn_left
  537. d l;  hb_idle_to_walk_back_r_1_and_turn_right
  538. e d r;  hb_idle_to_walk_back_r_1_and_turn_left
  539. e d l;  hb_idle_to_walk_back_r_1_and_turn_right
  540. end_of_entries
  541.  
  542. hb_idle_to_walk_back_r_1_and_turn_right        // name of this anim_state
  543. hb_idle_to_walk_back_r_1                    // name for the win_anim for this state
  544. hb_walk_back_l_2_to_idle                    // default link anim for this anim state
  545. use_tail_idle
  546. extra_rotation_velocity    0.0000  -3.00  0.0000        // extra rotation velocities to apply during anim
  547. // Begin entries for this anim state
  548. d;  hb_idle_to_walk_back_r_1
  549. e d;  hb_walk_back_r_1
  550. e d r;  hb_walk_back_r_1_and_turn_left
  551. d r;  hb_idle_to_walk_back_r_1_and_turn_left
  552. l;  hb_idle_to_walk_back_r_1_and_turn_right
  553. e d l;  hb_walk_back_r_1_and_turn_right
  554. end_of_entries
  555.  
  556. hb_idle_to_walk_back_r_1_and_turn_left    // name of this anim_state
  557. hb_idle_to_walk_back_r_1        // name for the win_anim for this state
  558. hb_walk_back_l_2_to_idle        // default link anim for this anim state
  559. use_tail_idle
  560. extra_rotation_velocity    0.0000  3.00  0.0000        // extra rotation velocities to apply during anim
  561. // Begin entries for this anim state
  562. d;  hb_idle_to_walk_back_r_1
  563. e d;  hb_walk_back_r_2
  564. e d r;  hb_walk_back_r_2_and_turn_left
  565. d l;  hb_idle_to_walk_back_r_1_and_turn_right
  566. l;  hb_idle_to_walk_back_r_1_and_turn_right
  567. e d l;  hb_walk_back_r_2_and_turn_right
  568. end_of_entries
  569.  
  570. hb_walk_r_1                        // name of this anim_state
  571. hb_walk_r_1                        // name for the win_anim for this state
  572. hb_walk_r_2                        //hb_walk_r_1_to_idle                 default link anim for this anim state
  573. use_tail_idle
  574. sound_effect 0
  575. // Begin entries for this anim state
  576. e u;  hb_walk_r_2
  577. e a u;  hb_walk_r_2_to_run_pt_1
  578. e a u l;  hb_walk_r_2_to_run_pt_1_and_turn_left
  579. e a u r;  hb_walk_r_2_to_run_pt_1_and_turn_right
  580. u l;  hb_walk_r_1_and_turn_left
  581. u r;  hb_walk_r_1_and_turn_right
  582. e u l;  hb_walk_r_2_and_turn_left
  583. e u r;  hb_walk_r_2_and_turn_right
  584. e down;  hb_walk_r_1_to_idle
  585. u l r; hb_walk_r_1
  586. l; hb_turn_left_start
  587. r; hb_turn_right_start
  588. ni; hb_idle
  589. end_of_entries
  590.  
  591. hb_walk_r_2                // name of this anim_state
  592. hb_walk_r_2                // name for the win_anim for this state
  593. hb_walk_r_2_to_idle        // default link anim for this anim state
  594. use_tail_idle
  595. // Begin entries for this anim state
  596. e u;  hb_walk_l_1
  597. e a u;  hb_walk_r_2_to_run_pt_1
  598. e a u l;  hb_walk_r_2_to_run_pt_1_and_turn_left
  599. e a u r;  hb_walk_r_2_to_run_pt_1_and_turn_right
  600. //a u;  hb_walk_r_2
  601. u l;  hb_walk_r_2_and_turn_left
  602. u r;  hb_walk_r_2_and_turn_right
  603. e u l;  hb_walk_l_1_and_turn_left
  604. e u r;  hb_walk_l_1_and_turn_right
  605. e d;  hb_walk_r_2_to_idle
  606. u l r; hb_walk_r_2
  607. l; hb_turn_left_start
  608. r; hb_turn_right_start
  609. ni; hb_idle
  610. end_of_entries
  611.  
  612. hb_walk_l_1                        // name of this anim_state
  613. hb_walk_l_1                        // name for the win_anim for this state
  614. hb_walk_l_1_to_idle                // default link anim for this anim state
  615. use_tail_idle
  616. sound_effect 0
  617. // Begin entries for this anim state
  618. e u;  hb_walk_l_2
  619. e a u;  hb_walk_l_2_to_run_pt_2
  620. e a u l;  hb_walk_l_2_to_run_pt_2_and_turn_left
  621. e a u r;  hb_walk_l_2_to_run_pt_2_and_turn_right
  622. u l;  hb_walk_l_1_and_turn_left
  623. u r;  hb_walk_l_1_and_turn_right
  624. e u l;  hb_walk_l_2_and_turn_left
  625. e u r;  hb_walk_l_2_and_turn_right
  626. e down;  hb_walk_l_1_to_idle
  627. u l r; hb_walk_l_1
  628. l; hb_turn_left_start
  629. r; hb_turn_right_start
  630. ni; hb_idle
  631. end_of_entries
  632.  
  633. hb_walk_l_2                // name of this anim_state
  634. hb_walk_l_2                // name for the win_anim for this state
  635. hb_walk_l_2_to_idle        // default link anim for this anim state
  636. use_tail_idle
  637. // Begin entries for this anim state
  638. e u;  hb_walk_r_1
  639. e a u;  hb_walk_l_2_to_run_pt_2
  640. e a u l;  hb_walk_l_2_to_run_pt_2_and_turn_left
  641. e a u r;  hb_walk_l_2_to_run_pt_2_and_turn_right
  642. //a u;  hb_walk_l_2
  643. u l;  hb_walk_l_2_and_turn_left
  644. u r;  hb_walk_l_2_and_turn_right
  645. e u l;  hb_walk_r_1_and_turn_left
  646. e u r;  hb_walk_r_1_and_turn_right
  647. e d;  hb_walk_l_2_to_idle
  648. u l r; hb_walk_l_2
  649. l; hb_turn_left_start
  650. r; hb_turn_right_start
  651. ni; hb_idle
  652. end_of_entries
  653.  
  654. hb_walk_r_1_and_turn_right    // name of this anim_state
  655. hb_walk_r_1                  // name for the win_anim for this state
  656. hb_walk_r_1_to_idle        // default link anim for this anim state
  657. use_tail_idle
  658. extra_rotation_velocity    0.0000  3.00  0.0000        // extra rotation velocities to apply during anim
  659. sound_effect 0
  660. // Begin entries for this anim state
  661. u;  hb_walk_r_1
  662. e u;  hb_walk_r_2
  663. e d;  hb_walk_r_1_to_idle
  664. u l;  hb_walk_r_1_and_turn_left
  665. u l r;  hb_walk_r_1_and_turn_left
  666. e u r;  hb_walk_r_2_and_turn_right
  667. e u l;  hb_walk_r_2_and_turn_left
  668. e a u;  hb_walk_r_2_to_run_pt_1
  669. e a u l;  hb_walk_r_2_to_run_pt_1_and_turn_left
  670. e a u r;  hb_walk_r_2_to_run_pt_1_and_turn_right
  671. end_of_entries
  672.  
  673. hb_walk_r_1_and_turn_left    // name of this anim_state
  674. hb_walk_r_1             // name for the win_anim for this state
  675. hb_walk_r_1_to_idle        // default link anim for this anim state
  676. use_tail_idle
  677. extra_rotation_velocity    0.0000  -3.00  0.0000        // extra rotation velocities to apply during anim
  678. sound_effect 0
  679. // Begin entries for this anim state
  680. u;  hb_walk_r_1
  681. e u;  hb_walk_r_2
  682. e d;  hb_walk_r_1_to_idle
  683. u r;  hb_walk_r_1_and_turn_right
  684. u l r;  hb_walk_r_1_and_turn_right
  685. e u l;  hb_walk_r_2_and_turn_left
  686. e u r;  hb_walk_r_2_and_turn_right
  687. e a u;  hb_walk_r_2_to_run_pt_1
  688. e a u l;  hb_walk_r_2_to_run_pt_1_and_turn_left
  689. e a u r;  hb_walk_r_2_to_run_pt_1_and_turn_right
  690. end_of_entries
  691.  
  692. hb_walk_r_2_and_turn_right    // name of this anim_state
  693. hb_walk_r_2             // name for the win_anim for this state
  694. hb_walk_r_2_to_idle        // default link anim for this anim state
  695. use_tail_idle
  696. extra_rotation_velocity    0.0000  3.00  0.0000        // extra rotation velocities to apply during anim
  697. // Begin entries for this anim state
  698. u;  hb_walk_r_2
  699. e u;  hb_walk_l_1
  700. e d;  hb_walk_r_2_to_idle
  701. u l;  hb_walk_r_2_and_turn_left
  702. u l r;  hb_walk_r_2_and_turn_left
  703. e u r;  hb_walk_l_1_and_turn_right
  704. e u l;  hb_walk_l_1_and_turn_left
  705. e a u;  hb_walk_r_2_to_run_pt_1
  706. e a u l;  hb_walk_r_2_to_run_pt_1_and_turn_left
  707. e a u r;  hb_walk_r_2_to_run_pt_1_and_turn_right
  708. end_of_entries
  709.  
  710. hb_walk_r_2_and_turn_left    // name of this anim_state
  711. hb_walk_r_2             // name for the win_anim for this state
  712. hb_walk_r_2_to_idle        // default link anim for this anim state
  713. use_tail_idle
  714. extra_rotation_velocity    0.0000  -3.00  0.0000        // extra rotation velocities to apply during anim
  715. // Begin entries for this anim state
  716. u;  hb_walk_r_2
  717. e u;  hb_walk_l_1
  718. e d;  hb_walk_r_2_to_idle
  719. u r;  hb_walk_r_2_and_turn_right
  720. u l r;  hb_walk_r_2_and_turn_right
  721. e u l;  hb_walk_l_1_and_turn_left
  722. e u r;  hb_walk_l_1_and_turn_right
  723. e a u;  hb_walk_r_2_to_run_pt_1
  724. e a u l;  hb_walk_r_2_to_run_pt_1_and_turn_left
  725. e a u r;  hb_walk_r_2_to_run_pt_1_and_turn_right
  726. end_of_entries
  727.  
  728. hb_walk_l_1_and_turn_right    // name of this anim_state
  729. hb_walk_l_1             // name for the win_anim for this state
  730. hb_walk_l_1_to_idle        // default link anim for this anim state
  731. use_tail_idle
  732. extra_rotation_velocity    0.0000  3.00  0.0000        // extra rotation velocities to apply during anim
  733. sound_effect 0
  734. // Begin entries for this anim state
  735. u;  hb_walk_l_1
  736. e u;  hb_walk_l_2
  737. e d;  hb_walk_l_1_to_idle
  738. u l;  hb_walk_l_1_and_turn_left
  739. u l r;  hb_walk_l_1_and_turn_left
  740. e u r;  hb_walk_l_2_and_turn_right
  741. e u l;  hb_walk_l_2_and_turn_left
  742. e a u;  hb_walk_l_2_to_run_pt_2
  743. e a u l;  hb_walk_l_2_to_run_pt_2_and_turn_left
  744. e a u r;  hb_walk_l_2_to_run_pt_2_and_turn_right
  745. end_of_entries
  746.  
  747. hb_walk_l_1_and_turn_left    // name of this anim_state
  748. hb_walk_l_1             // name for the win_anim for this state
  749. hb_walk_l_1_to_idle        // default link anim for this anim state
  750. use_tail_idle
  751. extra_rotation_velocity    0.0000  -3.00  0.0000        // extra rotation velocities to apply during anim
  752. sound_effect 0
  753. // Begin entries for this anim state
  754. u;  hb_walk_l_1
  755. e u;  hb_walk_l_2
  756. e d;  hb_walk_l_1_to_idle
  757. u r;  hb_walk_l_1_and_turn_right
  758. u l r;  hb_walk_l_1_and_turn_right
  759. e u l;  hb_walk_l_2_and_turn_left
  760. e u r;  hb_walk_l_2_and_turn_right
  761. e a u;  hb_walk_l_2_to_run_pt_2
  762. e a u l;  hb_walk_l_2_to_run_pt_2_and_turn_left
  763. e a u r;  hb_walk_l_2_to_run_pt_2_and_turn_right
  764. end_of_entries
  765.  
  766.  
  767. hb_walk_l_2_and_turn_right    // name of this anim_state
  768. hb_walk_l_2             // name for the win_anim for this state
  769. hb_walk_l_2_to_idle        // default link anim for this anim state
  770. use_tail_idle
  771. extra_rotation_velocity    0.0000  3.00  0.0000        // extra rotation velocities to apply during anim
  772. // Begin entries for this anim state
  773. u;  hb_walk_l_2
  774. e u;  hb_walk_r_1
  775. e d;  hb_walk_l_2_to_idle
  776. u l;  hb_walk_l_2_and_turn_left
  777. u l r;  hb_walk_l_2_and_turn_left
  778. e u r;  hb_walk_r_1_and_turn_right
  779. e u l;  hb_walk_r_1_and_turn_left
  780. e a u;  hb_walk_l_2_to_run_pt_2
  781. e a u l;  hb_walk_l_2_to_run_pt_2_and_turn_left
  782. e a u r;  hb_walk_l_2_to_run_pt_2_and_turn_right
  783. end_of_entries
  784.  
  785. hb_walk_l_2_and_turn_left    // name of this anim_state
  786. hb_walk_l_2             // name for the win_anim for this state
  787. hb_walk_l_2_to_idle        // default link anim for this anim state
  788. use_tail_idle
  789. extra_rotation_velocity    0.0000  -3.00  0.0000        // extra rotation velocities to apply during anim
  790. // Begin entries for this anim state
  791. u;  hb_walk_l_2
  792. e u;  hb_walk_r_1
  793. e d;  hb_walk_l_2_to_idle
  794. u r;  hb_walk_l_2_and_turn_right
  795. u l r;  hb_walk_l_2_and_turn_right
  796. e u l;  hb_walk_r_1_and_turn_left
  797. e u r;  hb_walk_r_1_and_turn_right
  798. e a u;  hb_walk_l_2_to_run_pt_2
  799. e a u l;  hb_walk_l_2_to_run_pt_2_and_turn_left
  800. e a u r;  hb_walk_l_2_to_run_pt_2_and_turn_right
  801. end_of_entries
  802.  
  803. hb_walk_r_1_to_idle            // name of this anim_state
  804. hb_walk_r_1_to_idle            // name for the win_anim for this state
  805. hb_idle                    // default link anim for this anim state
  806. use_tail_idle
  807. sound_effect 0
  808. // Begin entries for this anim state
  809. end_of_entries
  810.  
  811. hb_walk_r_2_to_idle            // name of this anim_state
  812. hb_walk_r_2_to_idle            // name for the win_anim for this state
  813. hb_idle                    // default link anim for this anim state
  814. use_tail_idle
  815. sound_effect 0
  816. // Begin entries for this anim state
  817. end_of_entries
  818.  
  819. hb_walk_l_1_to_idle            // name of this anim_state
  820. hb_walk_l_1_to_idle            // name for the win_anim for this state
  821. hb_idle                    // default link anim for this anim state
  822. use_tail_idle
  823. sound_effect 0
  824. // Begin entries for this anim state
  825. end_of_entries
  826.  
  827. hb_walk_l_2_to_idle            // name of this anim_state
  828. hb_walk_l_2_to_idle            // name for the win_anim for this state
  829. hb_idle                    // default link anim for this anim state
  830. use_tail_idle
  831. sound_effect 0
  832. // Begin entries for this anim state
  833. end_of_entries
  834.  
  835. hb_walk_r_2_to_run_pt_1            // name of this anim_state
  836. hb_walk_r_2_to_run_pt_1            // name for the win_anim for this state
  837. hb_run_pt_1_to_idle            // default link anim for this anim state
  838. use_tail_idle
  839. sound_effect 0
  840. // Begin entries for this anim state
  841. e u;  hb_run_pt_1_to_walk_r_1
  842. e a u;  hb_run_pt_1
  843. l; hb_turn_left_start
  844. r; hb_turn_right_start
  845. e l; hb_turn_left_start
  846. e r; hb_turn_right_start
  847. end_of_entries
  848.  
  849. hb_walk_l_2_to_run_pt_2            // name of this anim_state
  850. hb_walk_l_2_to_run_pt_2            // name for the win_anim for this state
  851. hb_run_pt_2_to_idle            // default link anim for this anim state
  852. use_tail_idle
  853. sound_effect 0
  854. // Begin entries for this anim state
  855. e u;  hb_run_pt_2_to_walk_l_1
  856. e a u;  hb_run_pt_1
  857. l; hb_turn_left_start
  858. r; hb_turn_right_start
  859. e l; hb_turn_left_start
  860. e r; hb_turn_right_start
  861. end_of_entries
  862.  
  863. hb_walk_r_2_to_run_pt_1_and_turn_right  // name of this anim_state
  864. hb_walk_r_2_to_run_pt_1                 // name for the win_anim for this state
  865. hb_run_pt_1_to_idle                     // default link anim for this anim state
  866. use_tail_idle
  867. extra_rotation_velocity    0.0000  3.00    0.0000        // extra rotation velocities to apply during anim
  868. sound_effect 0
  869. // Begin entries for this anim state
  870. e u;  hb_run_pt_1_to_walk_r_1
  871. e a u;  hb_run_pt_2
  872. e a u l;  hb_run_pt_2_and_turn_left
  873. e a u r;  hb_run_pt_2_and_turn_right
  874. end_of_entries
  875.  
  876. hb_walk_r_2_to_run_pt_1_and_turn_left   // name of this anim_state
  877. hb_walk_r_2_to_run_pt_1                 // name for the win_anim for this state
  878. hb_run_pt_1_to_idle                     // default link anim for this anim state
  879. use_tail_idle
  880. extra_rotation_velocity    0.0000  -3.00    0.0000        // extra rotation velocities to apply during anim
  881. sound_effect 0
  882. // Begin entries for this anim state
  883. e u;  hb_run_pt_1_to_walk_r_1
  884. e a u;  hb_run_pt_2
  885. e a u l;  hb_run_pt_2_and_turn_left
  886. e a u r;  hb_run_pt_2_and_turn_right
  887. end_of_entries
  888.  
  889. hb_walk_l_2_to_run_pt_2_and_turn_right  // name of this anim_state
  890. hb_walk_l_2_to_run_pt_2                 // name for the win_anim for this state
  891. hb_run_pt_2_to_idle                     // default link anim for this anim state
  892. use_tail_idle
  893. extra_rotation_velocity    0.0000  3.00    0.0000        // extra rotation velocities to apply during anim
  894. sound_effect 0
  895. // Begin entries for this anim state
  896. e u;  hb_run_pt_2_to_walk_l_1
  897. e a u;  hb_run_pt_1
  898. e a u l;  hb_run_pt_1_and_turn_left
  899. e a u r;  hb_run_pt_1_and_turn_right
  900. end_of_entries
  901.  
  902. hb_walk_l_2_to_run_pt_2_and_turn_left   // name of this anim_state
  903. hb_walk_l_2_to_run_pt_2                 // name for the win_anim for this state
  904. hb_run_pt_2_to_idle                     // default link anim for this anim state
  905. use_tail_idle
  906. extra_rotation_velocity    0.0000  -3.00    0.0000        // extra rotation velocities to apply during anim
  907. sound_effect 0
  908. // Begin entries for this anim state
  909. e u;  hb_run_pt_2_to_walk_l_1
  910. e a u;  hb_run_pt_1
  911. e a u l;  hb_run_pt_1_and_turn_left
  912. e a u r;  hb_run_pt_1_and_turn_right
  913. end_of_entries
  914.  
  915. hb_run_pt_1                    // name of this anim_state
  916. hb_run_pt_1                    // name for the win_anim for this state
  917. hb_run_pt_1_to_idle            // default link anim for this anim state
  918. use_tail_idle
  919. anim_time_multiplier 1.28
  920. translation_multiplier 1.0 1.0 1.0
  921. sound_effect 0
  922. // Begin entries for this anim state
  923. e u;  hb_run_pt_1_to_walk_r_1
  924. e a u;  hb_run_pt_2
  925. e u l;  hb_run_pt_1_to_walk_r_1_and_turn_left
  926. e u r;  hb_run_pt_1_to_walk_r_1_and_turn_right
  927. a u l;  hb_run_pt_1_and_turn_left
  928. a u r;  hb_run_pt_1_and_turn_right
  929. l; hb_turn_left_start
  930. r; hb_turn_right_start
  931. e l; hb_turn_left_start
  932. e r; hb_turn_right_start
  933. end_of_entries
  934.  
  935. hb_run_pt_2                    // name of this anim_state
  936. hb_run_pt_2                    // name for the win_anim for this state
  937. hb_run_pt_2_to_idle            // default link anim for this anim state
  938. use_tail_idle
  939. anim_time_multiplier 1.28
  940. translation_multiplier 1.0 1.0 1.0
  941. sound_effect 0
  942. // Begin entries for this anim state
  943. e u;  hb_run_pt_2_to_walk_l_1
  944. e a u;  hb_run_pt_1
  945. e u l;  hb_run_pt_2_to_walk_l_1_and_turn_left
  946. e u r;  hb_run_pt_2_to_walk_l_1_and_turn_right
  947. a u l;  hb_run_pt_2_and_turn_left
  948. a u r;  hb_run_pt_2_and_turn_right
  949. l; hb_turn_left_start
  950. r; hb_turn_right_start
  951. e l; hb_turn_left_start
  952. e r; hb_turn_right_start
  953. end_of_entries
  954.  
  955. hb_run_pt_1_and_turn_right              // name of this anim_state
  956. hb_run_pt_1                          // name for the win_anim for this state
  957. hb_run_pt_1_to_idle                  // default link anim for this anim state
  958. use_tail_idle
  959. anim_time_multiplier 1.28
  960. extra_rotation_velocity    0.0000  3.00  0.0000    // extra rotation velocities to apply during anim
  961. sound_effect 0
  962. // Begin entries for this anim state
  963. e a u l;  hb_run_pt_2_and_turn_left
  964. e a u r;  hb_run_pt_2_and_turn_right
  965. a u l;  hb_run_pt_1_and_turn_left
  966. e a u;  hb_run_pt_2
  967. a u;  hb_run_pt_1
  968. e u;  hb_run_pt_1_to_walk_r_1
  969. e u l;  hb_run_pt_1_to_walk_r_1_and_turn_left
  970. e u r;  hb_run_pt_1_to_walk_r_1_and_turn_right
  971. end_of_entries
  972.  
  973. hb_run_pt_1_and_turn_left        // name of this anim_state
  974. hb_run_pt_1                    // name for the win_anim for this state
  975. hb_run_pt_1_to_idle            // default link anim for this anim state
  976. use_tail_idle
  977. anim_time_multiplier 1.28
  978. extra_rotation_velocity    0.0000  -3.00  0.0000    // extra rotation velocities to apply during anim
  979. sound_effect 0
  980. // Begin entries for this anim state
  981. e a u l;  hb_run_pt_2_and_turn_left
  982. e a u r;  hb_run_pt_2_and_turn_right
  983. a u r;  hb_run_pt_1_and_turn_right
  984. e a u;  hb_run_pt_2
  985. a u;  hb_run_pt_1
  986. e u;  hb_run_pt_1_to_walk_r_1
  987. e u l;  hb_run_pt_1_to_walk_r_1_and_turn_left
  988. e u r;  hb_run_pt_1_to_walk_r_1_and_turn_right
  989. end_of_entries
  990.  
  991. hb_run_pt_2_and_turn_right              // name of this anim_state
  992. hb_run_pt_2                      // name for the win_anim for this state
  993. hb_run_pt_2_to_idle                  // default link anim for this anim state
  994. use_tail_idle
  995. anim_time_multiplier 1.28
  996. extra_rotation_velocity    0.0000  3.00  0.0000    // extra rotation velocities to apply during anim
  997. sound_effect 0
  998. // Begin entries for this anim state
  999. e a u l;  hb_run_pt_1_and_turn_left
  1000. e a u r;  hb_run_pt_1_and_turn_right
  1001. a u l;  hb_run_pt_2_and_turn_left
  1002. e a u;  hb_run_pt_1
  1003. a u;  hb_run_pt_2
  1004. e u;  hb_run_pt_2_to_walk_l_1
  1005. e u l;  hb_run_pt_2_to_walk_l_1_and_turn_left
  1006. e u r;  hb_run_pt_2_to_walk_l_1_and_turn_right
  1007. end_of_entries
  1008.  
  1009. hb_run_pt_2_and_turn_left                // name of this anim_state
  1010. hb_run_pt_2                        // name for the win_anim for this state
  1011. hb_run_pt_2_to_idle                   // default link anim for this anim state
  1012. use_tail_idle
  1013. anim_time_multiplier 1.28
  1014. extra_rotation_velocity    0.0000  -3.00  0.0000    // extra rotation velocities to apply during anim
  1015. sound_effect 0
  1016. // Begin entries for this anim state
  1017. e a u l;  hb_run_pt_1_and_turn_left
  1018. e a u r;  hb_run_pt_1_and_turn_right
  1019. a u r;  hb_run_pt_2_and_turn_right
  1020. e a u;  hb_run_pt_1
  1021. a u;  hb_run_pt_2
  1022. e u;  hb_run_pt_2_to_walk_l_1
  1023. e u l;  hb_run_pt_2_to_walk_l_1_and_turn_left
  1024. e u r;  hb_run_pt_2_to_walk_l_1_and_turn_right
  1025. end_of_entries
  1026.  
  1027. hb_run_pt_1_to_idle            // name of this anim_state
  1028. hb_run_pt_1_to_idle            // name for the win_anim for this state
  1029. hb_idle                    // default link anim for this anim state
  1030. use_tail_idle
  1031. sound_effect 0
  1032. // Begin entries for this anim state
  1033. l; hb_turn_left_start
  1034. r; hb_turn_right_start
  1035. e l; hb_turn_left_start
  1036. e r; hb_turn_right_start
  1037. end_of_entries
  1038.  
  1039. hb_run_pt_2_to_idle            // name of this anim_state
  1040. hb_run_pt_2_to_idle            // name for the win_anim for this state
  1041. hb_idle                    // default link anim for this anim state
  1042. use_tail_idle
  1043. sound_effect 0
  1044. // Begin entries for this anim state
  1045. l; hb_turn_left_start
  1046. r; hb_turn_right_start
  1047. e l; hb_turn_left_start
  1048. e r; hb_turn_right_start
  1049. end_of_entries
  1050.  
  1051. hb_run_pt_1_to_walk_r_1            // name of this anim_state
  1052. hb_run_pt_1_to_walk_r_1            // name for the win_anim for this state
  1053. hb_walk_r_1                        // default link anim for this anim state
  1054. use_tail_idle
  1055. // Begin entries for this anim state
  1056. e a u;  hb_run_pt_1
  1057. l; hb_turn_left_start
  1058. r; hb_turn_right_start
  1059. e l; hb_turn_left_start
  1060. e r; hb_turn_right_start
  1061. end_of_entries
  1062.  
  1063. hb_run_pt_2_to_walk_l_1            // name of this anim_state
  1064. hb_run_pt_2_to_walk_l_1            // name for the win_anim for this state
  1065. hb_walk_l_1                        // default link anim for this anim state
  1066. use_tail_idle
  1067. // Begin entries for this anim state
  1068. e a u;  hb_run_pt_1
  1069. l; hb_turn_left_start
  1070. r; hb_turn_right_start
  1071. e l; hb_turn_left_start
  1072. e r; hb_turn_right_start
  1073. end_of_entries
  1074.  
  1075. hb_run_pt_1_to_walk_r_1_and_turn_right         // name of this anim_state
  1076. hb_run_pt_1_to_walk_r_1                    // name for the win_anim for this state
  1077. hb_walk_r_1                            // default link anim for this anim state
  1078. use_tail_idle
  1079. extra_rotation_velocity    0.0000  3.00  0.0000        // extra rotation velocities to apply during anim
  1080. sound_effect 0
  1081. // Begin entries for this anim state
  1082. end_of_entries
  1083.  
  1084. hb_run_pt_1_to_walk_r_1_and_turn_left         // name of this anim_state
  1085. hb_run_pt_1_to_walk_r_1                    // name for the win_anim for this state
  1086. hb_walk_r_1                            // default link anim for this anim state
  1087. use_tail_idle
  1088. extra_rotation_velocity    0.0000  -3.00  0.0000        // extra rotation velocities to apply during anim
  1089. sound_effect 0
  1090. // Begin entries for this anim state
  1091. end_of_entries
  1092.  
  1093. hb_run_pt_2_to_walk_l_1_and_turn_right        // name of this anim_state
  1094. hb_run_pt_2_to_walk_l_1                    // name for the win_anim for this state
  1095. hb_walk_l_1                            // default link anim for this anim state
  1096. use_tail_idle
  1097. extra_rotation_velocity    0.0000  3.00  0.0000        // extra rotation velocities to apply during anim
  1098. sound_effect 0
  1099. // Begin entries for this anim state
  1100. end_of_entries
  1101.  
  1102. hb_run_pt_2_to_walk_l_1_and_turn_left         // name of this anim_state
  1103. hb_run_pt_2_to_walk_l_1                    // name for the win_anim for this state
  1104. hb_walk_l_1                            // default link anim for this anim state
  1105. use_tail_idle
  1106. extra_rotation_velocity    0.0000  -3.00  0.0000        // extra rotation velocities to apply during anim
  1107. sound_effect 0
  1108. // Begin entries for this anim state
  1109. end_of_entries
  1110.  
  1111. hb_walk_back_r_1            // name of this anim_state
  1112. hb_walk_back_r_1            // name for the win_anim for this state
  1113. hb_walk_back_r_1_to_idle    // default link anim for this anim state
  1114. use_tail_idle
  1115. sound_effect 0
  1116. // Begin entries for this anim state
  1117. e d;  hb_walk_back_r_2
  1118. d r;  hb_walk_back_r_1_and_turn_left
  1119. d l;  hb_walk_back_r_1_and_turn_right
  1120. e d r;  hb_walk_back_r_2_and_turn_left
  1121. e d l;  hb_walk_back_r_2_and_turn_right
  1122. end_of_entries
  1123.  
  1124. hb_walk_back_r_2            // name of this anim_state
  1125. hb_walk_back_r_2            // name for the win_anim for this state
  1126. hb_walk_back_r_2_to_idle    // default link anim for this anim state
  1127. use_tail_idle
  1128. // Begin entries for this anim state
  1129. e d;  hb_walk_back_l_1
  1130. d r;  hb_walk_back_r_2_and_turn_left
  1131. d l;  hb_walk_back_r_2_and_turn_right
  1132. e d r;  hb_walk_back_l_1_and_turn_left
  1133. e d l;  hb_walk_back_l_1_and_turn_right
  1134. end_of_entries
  1135.  
  1136. hb_walk_back_l_1            // name of this anim_state
  1137. hb_walk_back_l_1            // name for the win_anim for this state
  1138. hb_walk_back_l_1_to_idle    // default link anim for this anim state
  1139. use_tail_idle
  1140. sound_effect 0
  1141. // Begin entries for this anim state
  1142. e d;  hb_walk_back_l_2
  1143. d r;  hb_walk_back_l_1_and_turn_left
  1144. d l;  hb_walk_back_l_1_and_turn_right
  1145. e d r;  hb_walk_back_l_2_and_turn_left
  1146. e d l;  hb_walk_back_l_2_and_turn_right
  1147. end_of_entries
  1148.  
  1149. hb_walk_back_l_2            // name of this anim_state
  1150. hb_walk_back_l_2            // name for the win_anim for this state
  1151. hb_walk_back_l_2_to_idle    // default link anim for this anim state
  1152. use_tail_idle
  1153. // Begin entries for this anim state
  1154. e d;  hb_walk_back_r_1
  1155. d r;  hb_walk_back_l_2_and_turn_left
  1156. d l;  hb_walk_back_l_2_and_turn_right
  1157. e d r;  hb_walk_back_r_1_and_turn_left
  1158. e d l;  hb_walk_back_r_1_and_turn_right
  1159. end_of_entries
  1160.  
  1161. hb_walk_back_r_1_and_turn_right         // name of this anim_state
  1162. hb_walk_back_r_1                  // name for the win_anim for this state
  1163. hb_walk_back_r_1_to_idle             // default link anim for this anim state
  1164. use_tail_idle
  1165. extra_rotation_velocity    0.0000  -3.00  0.0000        // extra rotation velocities to apply during anim
  1166. sound_effect 0
  1167. // Begin entries for this anim state
  1168. e d l;  hb_walk_back_r_2_and_turn_right
  1169. d r;  hb_walk_back_r_1_and_turn_left
  1170. e d r;  hb_walk_back_r_2_and_turn_left
  1171. d;  hb_walk_back_r_1
  1172. //a d;  hb_walk_back_pt_1
  1173. e d;  hb_walk_back_r_2
  1174. //e a d;  hb_walk_back_pt_1
  1175. end_of_entries
  1176.  
  1177. hb_walk_back_r_1_and_turn_left    // name of this anim_state
  1178. hb_walk_back_r_1                // name for the win_anim for this state
  1179. hb_walk_back_r_1_to_idle        // default link anim for this anim state
  1180. use_tail_idle
  1181. extra_rotation_velocity    0.0000  3.00  0.0000        // extra rotation velocities to apply during anim
  1182. sound_effect 0
  1183. // Begin entries for this anim state
  1184. e d r;  hb_walk_back_r_2_and_turn_left
  1185. d l;  hb_walk_back_r_1_and_turn_right
  1186. e d l;  hb_walk_back_r_2_and_turn_right
  1187. d;  hb_walk_back_r_1
  1188. //a d;  hb_walk_back_pt_1
  1189. e d;  hb_walk_back_r_2
  1190. //e a d;  hb_walk_back_pt_1
  1191. end_of_entries
  1192.  
  1193. hb_walk_back_r_2_and_turn_right         // name of this anim_state
  1194. hb_walk_back_r_2                  // name for the win_anim for this state
  1195. hb_walk_back_r_2_to_idle             // default link anim for this anim state
  1196. use_tail_idle
  1197. extra_rotation_velocity    0.0000  -3.00  0.0000        // extra rotation velocities to apply during anim
  1198. // Begin entries for this anim state
  1199. e d l;  hb_walk_back_l_1_and_turn_right
  1200. d r;  hb_walk_back_r_2_and_turn_left
  1201. e d r;  hb_walk_back_l_1_and_turn_left
  1202. d;  hb_walk_back_r_2
  1203. //a d;  hb_walk_back_pt_1
  1204. e d;  hb_walk_back_l_1
  1205. //e a d;  hb_walk_back_pt_1
  1206. end_of_entries
  1207.  
  1208. hb_walk_back_r_2_and_turn_left    // name of this anim_state
  1209. hb_walk_back_r_2                // name for the win_anim for this state
  1210. hb_walk_back_r_2_to_idle        // default link anim for this anim state
  1211. use_tail_idle
  1212. extra_rotation_velocity    0.0000  3.00  0.0000        // extra rotation velocities to apply during anim
  1213. // Begin entries for this anim state
  1214. e d r;  hb_walk_back_l_1_and_turn_left
  1215. d l;  hb_walk_back_r_2_and_turn_right
  1216. e d l;  hb_walk_back_l_1_and_turn_right
  1217. d;  hb_walk_back_r_2
  1218. //a d;  hb_walk_back_pt_1
  1219. e d;  hb_walk_back_l_1
  1220. //e a d;  hb_walk_back_pt_1
  1221. end_of_entries
  1222.  
  1223. hb_walk_back_l_1_and_turn_right         // name of this anim_state
  1224. hb_walk_back_l_1                  // name for the win_anim for this state
  1225. hb_walk_back_l_1_to_idle             // default link anim for this anim state
  1226. use_tail_idle
  1227. extra_rotation_velocity    0.0000  -3.00  0.0000        // extra rotation velocities to apply during anim
  1228. sound_effect 0
  1229. // Begin entries for this anim state
  1230. e d l;  hb_walk_back_l_2_and_turn_right
  1231. d r;  hb_walk_back_l_1_and_turn_left
  1232. e d r;  hb_walk_back_l_2_and_turn_left
  1233. d;  hb_walk_back_l_1
  1234. //a d;  hb_walk_back_pt_1
  1235. e d;  hb_walk_back_l_2
  1236. //e a d;  hb_walk_back_pt_1
  1237. end_of_entries
  1238.  
  1239. hb_walk_back_l_1_and_turn_left    // name of this anim_state
  1240. hb_walk_back_l_1                // name for the win_anim for this state
  1241. hb_walk_back_l_1_to_idle        // default link anim for this anim state
  1242. use_tail_idle
  1243. extra_rotation_velocity    0.0000  3.00  0.0000        // extra rotation velocities to apply during anim
  1244. sound_effect 0
  1245. // Begin entries for this anim state
  1246. e d r;  hb_walk_back_l_2_and_turn_left
  1247. d l;  hb_walk_back_l_1_and_turn_right
  1248. e d l;  hb_walk_back_l_2_and_turn_right
  1249. d;  hb_walk_back_l_1
  1250. //a d;  hb_walk_back_pt_1
  1251. e d;  hb_walk_back_l_2
  1252. //e a d;  hb_walk_back_pt_1
  1253. end_of_entries
  1254.  
  1255. hb_walk_back_l_2_and_turn_right         // name of this anim_state
  1256. hb_walk_back_l_2                  // name for the win_anim for this state
  1257. hb_walk_back_l_2_to_idle             // default link anim for this anim state
  1258. use_tail_idle
  1259. extra_rotation_velocity    0.0000  -3.00  0.0000        // extra rotation velocities to apply during anim
  1260. // Begin entries for this anim state
  1261. e d l;  hb_walk_back_r_1_and_turn_right
  1262. d r;  hb_walk_back_l_2_and_turn_left
  1263. e d r;  hb_walk_back_r_1_and_turn_left
  1264. d;  hb_walk_back_l_2
  1265. //a d;  hb_walk_back_pt_1
  1266. e d;  hb_walk_back_r_1
  1267. //e a d;  hb_walk_back_pt_1
  1268. end_of_entries
  1269.  
  1270. hb_walk_back_l_2_and_turn_left    // name of this anim_state
  1271. hb_walk_back_l_2                // name for the win_anim for this state
  1272. hb_walk_back_l_2_to_idle        // default link anim for this anim state
  1273. use_tail_idle
  1274. extra_rotation_velocity    0.0000  3.00  0.0000        // extra rotation velocities to apply during anim
  1275. // Begin entries for this anim state
  1276. e d r;  hb_walk_back_r_1_and_turn_left
  1277. d l;  hb_walk_back_l_2_and_turn_right
  1278. e d l;  hb_walk_back_r_1_and_turn_right
  1279. d;  hb_walk_back_l_2
  1280. //a d;  hb_walk_back_pt_1
  1281. e d;  hb_walk_back_r_1
  1282. //e a d;  hb_walk_back_pt_1
  1283. end_of_entries
  1284.  
  1285. hb_walk_back_r_1_to_idle
  1286. hb_walk_back_r_1_to_idle
  1287. hb_idle
  1288. use_tail_idle
  1289. // Begin entries for this anim state
  1290. end_of_entries
  1291.  
  1292. hb_walk_back_r_2_to_idle
  1293. hb_walk_back_r_2_to_idle
  1294. hb_idle
  1295. use_tail_idle
  1296. // Begin entries for this anim state
  1297. end_of_entries
  1298.  
  1299. hb_walk_back_l_1_to_idle
  1300. hb_walk_back_l_1_to_idle
  1301. hb_idle
  1302. use_tail_idle
  1303. // Begin entries for this anim state
  1304. end_of_entries
  1305.  
  1306. hb_walk_back_l_2_to_idle
  1307. hb_walk_back_l_2_to_idle
  1308. hb_idle
  1309. use_tail_idle
  1310. // Begin entries for this anim state
  1311. end_of_entries
  1312.  
  1313. hb_jump_back        // name of this anim_state
  1314. hb_jump_back        // name for the win_anim for this state
  1315. hb_idle             // default link anim for this anim state
  1316. // Begin entries for this anim state
  1317. anim_time_multiplier 1.50
  1318. a d l; hb_jump_back_and_turn_right
  1319. a d r; hb_jump_back_and_turn_left
  1320. end_of_entries
  1321.  
  1322. hb_jump_back_and_turn_right        // name of this anim_state
  1323. hb_jump_back                    // name for the win_anim for this state
  1324. hb_idle                         // default link anim for this anim state
  1325. extra_rotation_velocity    0.0000  -3.00  0.0000        // extra rotation velocities to apply during anim
  1326. // Begin entries for this anim state
  1327. a d ; hb_jump_back
  1328. a d l; hb_jump_back_and_turn_right
  1329. a d r; hb_jump_back_and_turn_left
  1330. end_of_entries
  1331.  
  1332. hb_jump_back_and_turn_left        // name of this anim_state
  1333. hb_jump_back                    // name for the win_anim for this state
  1334. hb_idle                         // default link anim for this anim state
  1335. extra_rotation_velocity    0.0000  3.00  0.0000        // extra rotation velocities to apply during anim
  1336. // Begin entries for this anim state
  1337. a d r; hb_jump_back_and_turn_left
  1338. a d l; hb_jump_back_and_turn_right
  1339. a d ; hb_jump_back
  1340. end_of_entries
  1341.  
  1342. hb_turn_right_start        // name of this anim_state
  1343. hb_turn_right_start        // name for the win_anim for this state
  1344. hb_turn_right_end_30        // default link anim for this anim state
  1345. use_tail_idle
  1346. extra_rotation_velocity    0.0000  1.50 0.0000        // extra rotation velocities to apply during anim
  1347. // Begin entries for this anim state
  1348. ni; hb_idle
  1349. e r; hb_turn_right_end_90
  1350. e a r; hb_turn_right_end_90
  1351. up;  hb_idle_to_walk_r_1
  1352. u l;  hb_idle_to_walk_r_1_and_turn_left
  1353. u r;  hb_idle_to_walk_r_1_and_turn_right
  1354. d;  hb_idle_to_walk_back_r_1
  1355. d r;  hb_idle_to_walk_back_r_1_and_turn_left
  1356. d l;  hb_idle_to_walk_back_r_1_and_turn_right
  1357. l;  hb_turn_left_start
  1358. a l;  hb_turn_left_start
  1359. a u;  hb_idle_to_run
  1360. a u l;  hb_idle_to_run_and_turn_left
  1361. a u r;  hb_idle_to_run_and_turn_right
  1362. a d; hb_jump_back
  1363. a d l; hb_jump_back_and_turn_right
  1364. a d r; hb_jump_back_and_turn_left
  1365. end_of_entries
  1366.  
  1367. hb_turn_right_end_30        // name of this anim_state
  1368. hb_turn_right_end_30        // name for the win_anim for this state
  1369. hb_idle                // default link anim for this anim state
  1370. use_tail_idle
  1371. sound_effect 0
  1372. // Begin entries for this anim state
  1373. ni; hb_idle
  1374. end_of_entries
  1375.  
  1376. hb_turn_right_end_90        // name of this anim_state
  1377. hb_turn_right_end_90        // name for the win_anim for this state
  1378. hb_idle                // default link anim for this anim state
  1379. use_tail_idle
  1380. sound_effect 0
  1381. extra_rotation_velocity    0.0000  1.50 0.0000        // extra rotation velocities to apply during anim
  1382. // Begin entries for this anim state
  1383. ni; hb_idle
  1384. up;  hb_idle_to_walk_r_1
  1385. u l;  hb_idle_to_walk_r_1_and_turn_left
  1386. u r;  hb_idle_to_walk_r_1_and_turn_right
  1387. d;  hb_idle_to_walk_back_r_1
  1388. d r;  hb_idle_to_walk_back_r_1_and_turn_left
  1389. d l;  hb_idle_to_walk_back_r_1_and_turn_right
  1390. l;  hb_turn_left_start
  1391. a l;  hb_turn_left_start
  1392. a u;  hb_idle_to_run
  1393. a u l;  hb_idle_to_run_and_turn_left
  1394. a u r;  hb_idle_to_run_and_turn_right
  1395. a d; hb_jump_back
  1396. a d l; hb_jump_back_and_turn_right
  1397. a d r; hb_jump_back_and_turn_left
  1398. end_of_entries
  1399.  
  1400. hb_turn_left_start        // name of this anim_state
  1401. hb_turn_left_start        // name for the win_anim for this state
  1402. hb_turn_left_end_30        // default link anim for this anim state
  1403. use_tail_idle
  1404. extra_rotation_velocity    0.0000  -1.50 0.0000        // extra rotation velocities to apply during anim
  1405. // Begin entries for this anim state
  1406. ni; hb_idle
  1407. e l; hb_turn_left_end_90
  1408. e a l; hb_turn_left_end_90
  1409. up;  hb_idle_to_walk_r_1
  1410. u l;  hb_idle_to_walk_r_1_and_turn_left
  1411. u r;  hb_idle_to_walk_r_1_and_turn_right
  1412. d;  hb_idle_to_walk_back_r_1
  1413. d r;  hb_idle_to_walk_back_r_1_and_turn_left
  1414. d l;  hb_idle_to_walk_back_r_1_and_turn_right
  1415. r;  hb_turn_right_start
  1416. a r;  hb_turn_right_start
  1417. a u;  hb_idle_to_run
  1418. a u l;  hb_idle_to_run_and_turn_left
  1419. a u r;  hb_idle_to_run_and_turn_right
  1420. a d; hb_jump_back
  1421. a d l; hb_jump_back_and_turn_right
  1422. a d r; hb_jump_back_and_turn_left
  1423. end_of_entries
  1424.  
  1425. hb_turn_left_end_30        // name of this anim_state
  1426. hb_turn_left_end_30        // name for the win_anim for this state
  1427. hb_idle                // default link anim for this anim state
  1428. use_tail_idle
  1429. sound_effect 0
  1430. // Begin entries for this anim state
  1431. ni; hb_idle
  1432. end_of_entries
  1433.  
  1434. hb_turn_left_end_90        // name of this anim_state
  1435. hb_turn_left_end_90        // name for the win_anim for this state
  1436. hb_idle                // default link anim for this anim state
  1437. use_tail_idle
  1438. sound_effect 0
  1439. extra_rotation_velocity    0.0000  -1.50 0.0000        // extra rotation velocities to apply during anim
  1440. // Begin entries for this anim state
  1441. ni; hb_idle
  1442. up;  hb_idle_to_walk_r_1
  1443. u l;  hb_idle_to_walk_r_1_and_turn_left
  1444. u r;  hb_idle_to_walk_r_1_and_turn_right
  1445. d;  hb_idle_to_walk_back_r_1
  1446. d r;  hb_idle_to_walk_back_r_1_and_turn_left
  1447. d l;  hb_idle_to_walk_back_r_1_and_turn_right
  1448. r;  hb_turn_right_start
  1449. a r;  hb_turn_right_start
  1450. a u;  hb_idle_to_run
  1451. a u l;  hb_idle_to_run_and_turn_left
  1452. a u r;  hb_idle_to_run_and_turn_right
  1453. a d; hb_jump_back
  1454. a d l; hb_jump_back_and_turn_right
  1455. a d r; hb_jump_back_and_turn_left
  1456. end_of_entries
  1457.  
  1458.  
  1459. //Hits----------------------------------------------------------------------------------
  1460.  
  1461. hb_general_die                // name of this anim_state
  1462. hb_hit_to_ground                // name for the win_anim for this state
  1463. hb_dead_on_ground                // default link anim for this anim state
  1464. hit
  1465. fatal
  1466. impervious
  1467. end_of_entries
  1468.  
  1469. hb_dead_on_ground                // name of this anim_state
  1470. hb_hit_to_ground                // name for the win_anim for this state
  1471. hb_dead_on_ground                // default link anim for this anim state
  1472. begin_end_frame 35 35
  1473. impervious
  1474. end_of_entries
  1475.  
  1476. hb_hit_superficial                      // name of this anim_state
  1477. hb_hit_superficial                      // name for the win_anim for this state
  1478. hb_idle                             // default link anim for this anim state
  1479. sound_effect 3
  1480. impervious
  1481. hit
  1482. soft
  1483. // Begin entries for this anim state
  1484. end_of_entries
  1485.  
  1486. hb_hit_from_front                     // name of this anim_state
  1487. hb_hit_from_front                     // name for the win_anim for this state
  1488. hb_idle                        // default link anim for this anim state
  1489. sound_effect 3
  1490. impervious
  1491. hit
  1492. medium
  1493. front
  1494. // Begin entries for this anim state
  1495. end_of_entries
  1496.  
  1497. hb_hit_from_back                      // name of this anim_state
  1498. hb_hit_from_back                      // name for the win_anim for this state
  1499. hb_idle                        // default link anim for this anim state
  1500. sound_effect 3
  1501. impervious
  1502. hit
  1503. medium
  1504. back
  1505. // Begin entries for this anim state
  1506. end_of_entries
  1507.  
  1508. hb_hit_from_left                     // name of this anim_state
  1509. hb_hit_from_left                     // name for the win_anim for this state
  1510. hb_idle                        // default link anim for this anim state
  1511. sound_effect 3
  1512. impervious
  1513. hit
  1514. medium
  1515. left
  1516. // Begin entries for this anim state
  1517. end_of_entries
  1518.  
  1519. hb_hit_from_right                     // name of this anim_state
  1520. hb_hit_from_right                     // name for the win_anim for this state
  1521. hb_idle                        // default link anim for this anim state
  1522. sound_effect 3
  1523. impervious
  1524. hit
  1525. medium
  1526. right
  1527. // Begin entries for this anim state
  1528. end_of_entries
  1529.  
  1530.  
  1531. hb_hit_hard_from_front                // name of this anim_state
  1532. hb_hit_hard_from_front                // name for the win_anim for this state
  1533. hb_hit_hard_from_front_get_up            // default link anim for this anim state
  1534. sound_effect 3
  1535. impervious
  1536. hit
  1537. hard
  1538. front
  1539. // Begin entries for this anim state
  1540. end_of_entries
  1541.  
  1542. hb_hit_hard_from_front_down           // name of this anim_state
  1543. hb_hit_hard_from_front                // name for the win_anim for this state
  1544. hb_hit_hard_from_front_get_up            // default link anim for this anim state
  1545. begin_end_frame 19 19
  1546. impervious
  1547. // Begin entries for this anim state
  1548. end_of_entries
  1549.  
  1550. hb_hit_hard_from_front_get_up         // name of this anim_state
  1551. hb_hit_hard_from_front_get_up         // name for the win_anim for this state
  1552. hb_idle                             // default link anim for this anim state
  1553. impervious
  1554. // Begin entries for this anim state
  1555. end_of_entries
  1556.  
  1557. hb_hit_hard_from_back                 // name of this anim_state
  1558. hb_hit_hard_from_back                 // name for the win_anim for this state
  1559. hb_hit_hard_from_back_get_up            // default link anim for this anim state
  1560. sound_effect 3
  1561. impervious
  1562. hit
  1563. hard
  1564. back
  1565. // Begin entries for this anim state
  1566. end_of_entries
  1567.  
  1568. hb_hit_hard_from_back_down            // name of this anim_state
  1569. hb_hit_hard_from_back                 // name for the win_anim for this state
  1570. hb_hit_hard_from_back_get_up            // default link anim for this anim state
  1571. begin_end_frame 19 19
  1572. impervious
  1573. // Begin entries for this anim state
  1574. end_of_entries
  1575.  
  1576. hb_hit_hard_from_back_get_up          // name of this anim_state
  1577. hb_hit_hard_from_back_get_up          // name for the win_anim for this state
  1578. hb_idle                             // default link anim for this anim state
  1579. impervious
  1580. // Begin entries for this anim state
  1581. end_of_entries
  1582.  
  1583.  
  1584. //Punches-------------------------------------------------------------------------------
  1585.  
  1586. hb_punch                            // name of this anim_state
  1587. hb_punch                            // name for the win_anim for this state
  1588. hb_idle                                 // default link anim for this anim state
  1589. combat_joint_table punch_joint_table
  1590. //attacking 19
  1591. //standard_1
  1592. // Begin entries for this anim state
  1593. end_of_entries
  1594.  
  1595.  
  1596.  
  1597. //Weapons-------------------------------------------------------------------------------
  1598.  
  1599. hb_sword_from_holster_pt_1              // name of this anim_state
  1600. hb_sword_from_holster                    // name for the win_anim for this state
  1601. hb_sword_from_holster_pt_2              // default link anim for this anim state
  1602. begin_end_frame 0 9
  1603. melee_1
  1604. drawing_1
  1605. // Begin entries for this anim state
  1606. end_of_entries
  1607.  
  1608. hb_sword_from_holster_pt_2              // name of this anim_state
  1609. hb_sword_from_holster                    // name for the win_anim for this state
  1610. hb_idle                                 // default link anim for this anim state
  1611. begin_end_frame 10 17
  1612. melee_1
  1613. drawing_2
  1614. // Begin entries for this anim state
  1615. end_of_entries
  1616.  
  1617. // just start the animation
  1618. hb_sword_attack                        // name of this anim_state
  1619. hb_sword_attack                        // name for the win_anim for this state
  1620. hb_sword_attack_no_hit_pt_1             // default link anim for this anim state
  1621. // Begin entries for this anim state
  1622. begin_end_frame 0 0
  1623. melee_1
  1624. attacking 0
  1625. end_of_entries
  1626.  
  1627. // bring the sword up, can't hit with it
  1628. hb_sword_attack_no_hit_pt_1             // name of this anim_state
  1629. hb_sword_attack                        // name for the win_anim for this state
  1630. hb_sword_attack_hit                     // default link anim for this anim state
  1631. // Begin entries for this anim state
  1632. begin_end_frame 1 10
  1633. end_of_entries
  1634.  
  1635. // swing the sword down, hit with it
  1636. hb_sword_attack_hit                // name of this anim_state
  1637. hb_sword_attack                        // name for the win_anim for this state
  1638. hb_sword_attack_no_hit_pt_2                     // default link anim for this anim state
  1639. // Begin entries for this anim state
  1640. begin_end_frame 11 20
  1641. attacking 0
  1642. end_of_entries
  1643.  
  1644. // bring the sword back to idle
  1645. hb_sword_attack_no_hit_pt_2            // name of this anim_state
  1646. hb_sword_attack                       // name for the win_anim for this state
  1647. hb_idle                             // default link anim for this anim state
  1648. // Begin entries for this anim state
  1649. anim_time_multiplier 0.4
  1650. begin_end_frame 21 29
  1651. end_of_entries
  1652.  
  1653. hb_sword_to_holster_pt_1                // name of this anim_state
  1654. hb_sword_to_holster                    // name for the win_anim for this state
  1655. hb_sword_to_holster_pt_2                // default link anim for this anim state
  1656. begin_end_frame 0 16
  1657. melee_1
  1658. holstering_1
  1659. // Begin entries for this anim state
  1660. end_of_entries
  1661.  
  1662. hb_sword_to_holster_pt_2                // name of this anim_state
  1663. hb_sword_to_holster                    // name for the win_anim for this state
  1664. hb_idle                                 // default link anim for this anim state
  1665. begin_end_frame 17 27
  1666. melee_1
  1667. holstering_2
  1668. // Begin entries for this anim state
  1669. end_of_entries
  1670.  
  1671.  
  1672. //Doors---------------------------------------------------------------------------------
  1673.  
  1674. hb_open_door_pt_1                // name of this anim_state
  1675. hb_open_door_pt_1                // name for the win_anim for this state
  1676. hb_open_door_pt_2                // default link anim for this anim state
  1677. // Begin entries for this anim state
  1678. end_of_entries
  1679.  
  1680. hb_open_door_pt_2                // name of this anim_state
  1681. hb_open_door_pt_2                // name for the win_anim for this state
  1682. hb_idle                    // default link anim for this anim state
  1683. //sound_effect 2
  1684. // Begin entries for this anim state
  1685. end_of_entries
  1686.  
  1687. hb_open_door_try                // name of this anim_state
  1688. hb_open_door_try                // name for the win_anim for this state
  1689. hb_idle                    // default link anim for this anim state
  1690. //sound_effect 2
  1691. // Begin entries for this anim state
  1692. end_of_entries
  1693.  
  1694. hb_open_door_away_pt_1                // name of this anim_state
  1695. hb_open_door_away_pt_1                // name for the win_anim for this state
  1696. hb_open_door_away_pt_2                // default link anim for this anim state
  1697. // Begin entries for this anim state
  1698. end_of_entries
  1699.  
  1700. hb_open_door_away_pt_2                // name of this anim_state
  1701. hb_open_door_away_pt_2                // name for the win_anim for this state
  1702. hb_walk_l_1                           // default link anim for this anim state
  1703. sound_effect 2
  1704. // Begin entries for this anim state
  1705. end_of_entries
  1706.  
  1707. hb_open_door_away_try                // name of this anim_state
  1708. hb_open_door_away_try                // name for the win_anim for this state
  1709. hb_idle                          // default link anim for this anim state
  1710. //sound_effect 2
  1711. // Begin entries for this anim state
  1712. end_of_entries
  1713.  
  1714.  
  1715. hb_unlocking_tomb_door                // name of this anim_state
  1716. hb_unlocking_tomb_door                // name for the win_anim for this state
  1717. hb_idle                          // default link anim for this anim state
  1718. //sound_effect 2
  1719. // Begin entries for this anim state
  1720. end_of_entries
  1721.  
  1722.  
  1723. //Gates---------------------------------------------------------------------------------
  1724.  
  1725. hb_open_gate_pt_1                // name of this anim_state
  1726. hb_open_gate_pt_1                // name for the win_anim for this state
  1727. hb_open_gate_pt_2                // default link anim for this anim state
  1728. // Begin entries for this anim state
  1729. end_of_entries
  1730.  
  1731. hb_open_gate_pt_2                // name of this anim_state
  1732. hb_open_gate_pt_2                // name for the win_anim for this state
  1733. hb_idle                    // default link anim for this anim state
  1734. // Begin entries for this anim state
  1735. end_of_entries
  1736.  
  1737. hb_open_locked_gate            // name of this anim_state
  1738. hb_open_locked_gate            // name for the win_anim for this state
  1739. hb_idle                    // default link anim for this anim state
  1740. // Begin entries for this anim state
  1741. end_of_entries
  1742.  
  1743.  
  1744. //Stairs--------------------------------------------------------------------------------
  1745.  
  1746. hb_idle_to_walk_stairs_up        // name of this anim_state
  1747. hb_idle_to_walk_stairs_up        // name for the win_anim for this state
  1748. hb_walk_stairs_up                // default link anim for this anim state
  1749. sound_effect 4
  1750. // Begin entries for this anim state
  1751. end_of_entries
  1752.  
  1753. hb_walk_stairs_up                    // name of this anim_state
  1754. hb_walk_stairs_up                    // name for the win_anim for this state
  1755. hb_walk_stairs_up_to_walk        // default link anim for this anim state
  1756. sound_effect 5
  1757. // Begin entries for this anim state
  1758. end_of_entries
  1759.  
  1760. hb_walk_stairs_up_to_walk           // name of this anim_state
  1761. hb_walk_stairs_up_to_walk          // name for the win_anim for this state
  1762. hb_walk_r_1                         // default link anim for this anim state
  1763. sound_effect 6
  1764. // Begin entries for this anim state
  1765. end_of_entries
  1766.  
  1767. hb_idle_to_walk_stairs_down        // name of this anim_state
  1768. hb_idle_to_walk_stairs_down        // name for the win_anim for this state
  1769. hb_walk_stairs_down            // default link anim for this anim state
  1770. sound_effect 4
  1771. // Begin entries for this anim state
  1772. end_of_entries
  1773.  
  1774. hb_walk_stairs_down                 // name of this anim_state
  1775. hb_walk_stairs_down              // name for the win_anim for this state
  1776. hb_walk_stairs_down_to_walk          // default link anim for this anim state
  1777. sound_effect 5
  1778. // Begin entries for this anim state
  1779. end_of_entries
  1780.  
  1781. hb_walk_stairs_down_to_walk         // name of this anim_state
  1782. hb_walk_stairs_down_to_walk          // name for the win_anim for this state
  1783. hb_walk_r_1                          // default link anim for this anim state
  1784. sound_effect 6
  1785. // Begin entries for this anim state         
  1786. end_of_entries
  1787.  
  1788.  
  1789. //Etc...--------------------------------------------------------------------------------
  1790.  
  1791. hb_pick_up_object_ground_pt_1               // name of this anim_state
  1792. hb_pick_up_object_ground_pt_1               // name for the win_anim for this state
  1793. hb_pick_up_object_ground_pt_2              // default link anim for this anim state
  1794. // Begin entries for this anim state
  1795. sound_effect 9
  1796. end_of_entries
  1797.  
  1798. hb_pick_up_object_ground_pt_2               // name of this anim_state
  1799. hb_pick_up_object_ground_pt_2               // name for the win_anim for this state
  1800. hb_idle                                // default link anim for this anim state
  1801. // Begin entries for this anim state
  1802. end_of_entries
  1803.  
  1804. hb_pick_pt_1_from_wall                      // name of this anim_state
  1805. hb_pick_pt_1_from_wall                      // name for the win_anim for this state
  1806. hb_pick_pt_2_from_wall                     // default link anim for this anim state
  1807. // Begin entries for this anim state
  1808. sound_effect 9
  1809. end_of_entries
  1810.  
  1811. hb_pick_pt_2_from_wall                      // name of this anim_state
  1812. hb_pick_pt_2_from_wall                      // name for the win_anim for this state
  1813. hb_idle                                // default link anim for this anim state
  1814. // Begin entries for this anim state
  1815. end_of_entries
  1816.  
  1817. hb_look_around                    // name of this anim_state
  1818. hb_look_around                    // name for the win_anim for this state
  1819. hb_idle                    // default link anim for this anim state
  1820. // Begin entries for this anim state
  1821. end_of_entries
  1822.  
  1823.  
  1824.  
  1825.  
  1826. //Episode 3 anim states-----------------------------------------------------------------
  1827.  
  1828.  
  1829. //Mitri Cell----------------------------------------------------------------------------
  1830.  
  1831. hb_drop_out_time_travel                         // name of this anim_state
  1832. hb_drop_out_time_travel                         // name for the win_anim for this state
  1833. hb_idle                                         // default link anim for this anim state
  1834. use_tail_idle
  1835. // Begin entries for this anim state
  1836. end_of_entries
  1837.  
  1838.  
  1839. //Torture Room--------------------------------------------------------------------------
  1840.  
  1841. hb_pull_down_chain                              // name of this anim_state
  1842. hb_pull_down_chain                              // name for the win_anim for this state
  1843. hb_idle                                         // default link anim for this anim state
  1844. // Begin entries for this anim state
  1845. end_of_entries
  1846.  
  1847.  
  1848. //Quadrangle----------------------------------------------------------------------------
  1849.  
  1850. hb_push_column_bookshelf                        // name of this anim_state
  1851. hb_push_column_bookshelf                        // name for the win_anim for this state
  1852. hb_idle                                         // default link anim for this anim state
  1853. // Begin entries for this anim state
  1854. end_of_entries
  1855.  
  1856. hb_climb_columns                                // name of this anim_state
  1857. hb_climb_columns                                // name for the win_anim for this state
  1858. hb_idle                                         // default link anim for this anim state
  1859. // Begin entries for this anim state
  1860. end_of_entries
  1861.  
  1862. hb_jump_skylight
  1863. hb_jump_skylight
  1864. hb_idle
  1865. // Begin entries for this anim state
  1866. end_of_entries
  1867.  
  1868.  
  1869. //Boiler Room Top-----------------------------------------------------------------------
  1870.  
  1871. hb_fall_through_floor                           // name of this anim_state
  1872. hb_fall_through_floor                           // name for the win_anim for this state
  1873. hb_idle                                         // default link anim for this anim state
  1874. // Begin entries for this anim state
  1875. end_of_entries
  1876.  
  1877.  
  1878. //Boiler Room---------------------------------------------------------------------------
  1879.  
  1880. hb_climb_thru_window                        // name of this anim_state
  1881. hb_climb_thru_window                        // name for the win_anim for this state
  1882. hb_idle                          // default link anim for this anim state
  1883. begin_end_frame 0 156
  1884. // Begin entries for this anim state
  1885. end_of_entries
  1886.  
  1887. hb_put_out_boiler                               // name of this anim_state
  1888. hb_put_out_boiler                               // name for the win_anim for this state
  1889. hb_idle                                         // default link anim for this anim state
  1890. // Begin entries for this anim state
  1891. end_of_entries
  1892.  
  1893. hb_dying_from_heat                              // name of this anim_state
  1894. hb_dying_from_heat                              // name for the win_anim for this state
  1895. hb_dead_from_heat                               // default link anim for this anim state
  1896. fatal
  1897. impervious
  1898. // Begin entries for this anim state
  1899. end_of_entries
  1900.  
  1901. hb_dead_from_heat                              // name of this anim_state
  1902. hb_dying_from_heat                              // name for the win_anim for this state
  1903. hb_dead_from_heat                               // default link anim for this anim state
  1904. begin_end_frame 132 132 
  1905. impervious
  1906. // Begin entries for this anim state
  1907. end_of_entries
  1908.  
  1909. hb_burned_by_pipe                               // name of this anim_state
  1910. hb_burned_by_pipe                               // name for the win_anim for this state
  1911. hb_idle                                         // default link anim for this anim state
  1912. hit
  1913. soft
  1914. // Begin entries for this anim state
  1915. end_of_entries
  1916.  
  1917.  
  1918. //Courtyard-----------------------------------------------------------------------------
  1919.  
  1920. hb_jump_trapdoor
  1921. hb_jump_trapdoor
  1922. hb_idle
  1923. // Begin entries for this anim state
  1924. end_of_entries
  1925.  
  1926.  
  1927. //Kitchen-------------------------------------------------------------------------------
  1928.  
  1929. hb_cook_chicken_pt_1
  1930. hb_cook_chicken
  1931. hb_cook_chicken_pt_2
  1932. begin_end_frame 0 13
  1933. // Begin entries for this anim state
  1934. end_of_entries
  1935.  
  1936. hb_cook_chicken_pt_2
  1937. hb_cook_chicken
  1938. hb_cook_chicken_pt_3
  1939. begin_end_frame 13 60
  1940. // Begin entries for this anim state
  1941. end_of_entries
  1942.  
  1943. hb_cook_chicken_pt_3
  1944. hb_cook_chicken
  1945. hb_cook_chicken_pt_4
  1946. begin_end_frame 60 85
  1947. // Begin entries for this anim state
  1948. end_of_entries
  1949.  
  1950. hb_cook_chicken_pt_4
  1951. hb_cook_chicken
  1952. hb_idle
  1953. begin_end_frame 85 150
  1954. // Begin entries for this anim state
  1955. end_of_entries
  1956.  
  1957. //Sacristy------------------------------------------------------------------------------
  1958.  
  1959. hb_receive_sword
  1960. hb_receive_sword
  1961. hb_idle
  1962. // Begin entries for this anim state
  1963. end_of_entries
  1964.  
  1965. hb_pick_sword_pt_2
  1966. hb_receive_sword
  1967. hb_idle
  1968. begin_end_frame 16 50
  1969. // Begin entries for this anim state
  1970. sound_effect 9
  1971. end_of_entries
  1972.  
  1973. //Inside Church-------------------------------------------------------------------------
  1974. //Outside Church------------------------------------------------------------------------
  1975.  
  1976.  
  1977. //Public Library------------------------------------------------------------------------
  1978. //Library Tunnel------------------------------------------------------------------------
  1979.  
  1980. hb_show_monk_head                               // name of this anim_state
  1981. hb_show_monk_head                               // name for the win_anim for this state
  1982. hb_hold_monk_head                               // default link anim for this anim state
  1983. begin_end_frame 0 26
  1984. // Begin entries for this anim state
  1985. end_of_entries
  1986.  
  1987. hb_hold_monk_head                               // name of this anim_state
  1988. hb_show_monk_head                               // name for the win_anim for this state
  1989. hb_hold_monk_head                               // default link anim for this anim state
  1990. begin_end_frame 26 26
  1991. // Begin entries for this anim state
  1992. end_of_entries
  1993.  
  1994. hb_lower_monk_head                              // name of this anim_state
  1995. hb_show_monk_head                               // name for the win_anim for this state
  1996. hb_idle                                         // default link anim for this anim state
  1997. begin_end_frame 26 57
  1998. // Begin entries for this anim state
  1999. end_of_entries
  2000.  
  2001. //Forbidden Library---------------------------------------------------------------------
  2002.  
  2003. hb_idle_to_run_up_stairs                        // name of this anim_state
  2004. hb_idle_to_run_up_stairs                        // name for the win_anim for this state
  2005. hb_run_up_stairs_pt_1                           // default link anim for this anim state
  2006. // Begin entries for this anim state
  2007. end_of_entries
  2008.  
  2009. hb_run_up_stairs_pt_1                           // name of this anim_state
  2010. hb_run_up_stairs_pt_1                           // name for the win_anim for this state
  2011. hb_run_up_stairs_pt_2                           // default link anim for this anim state
  2012. // Begin entries for this anim state
  2013. end_of_entries
  2014.  
  2015. hb_run_up_stairs_pt_2                           // name of this anim_state
  2016. hb_run_up_stairs_pt_2                           // name for the win_anim for this state
  2017. hb_run_up_stairs_to_idle                        // default link anim for this anim state
  2018. // Begin entries for this anim state
  2019. end_of_entries
  2020.  
  2021. hb_run_up_stairs_to_idle                        // name of this anim_state
  2022. hb_run_up_stairs_to_idle                        // name for the win_anim for this state
  2023. hb_idle                                         // default link anim for this anim state
  2024. // Begin entries for this anim state
  2025. end_of_entries
  2026.  
  2027. hb_walk_back_head_forward                       // name of this anim_state
  2028. hb_walk_back_head_forward                       // name for the win_anim for this state
  2029. hb_walk_back_head_forward_to_idle               // default link anim for this anim state
  2030. // Begin entries for this anim state
  2031. end_of_entries
  2032.  
  2033. hb_walk_back_head_forward_to_idle               // name of this anim_state
  2034. hb_walk_back_head_forward_to_idle               // name for the win_anim for this state
  2035. hb_idle                                         // default link anim for this anim state
  2036. // Begin entries for this anim state
  2037. end_of_entries
  2038.  
  2039. hb_idle_to_walk_back_head_forward               // name of this anim_state
  2040. hb_idle_to_walk_back_head_forward               // name for the win_anim for this state
  2041. hb_walk_back_head_forward                       // default link anim for this anim state
  2042. // Begin entries for this anim state
  2043. end_of_entries
  2044.  
  2045. //Tower Garden--------------------------------------------------------------------------
  2046. //Others
  2047.  
  2048. hb_fall_from_skylight
  2049. hb_fall_from_skylight
  2050. hb_fall_from_skylight_end
  2051. anim_time_multiplier 0.1
  2052. // Begin entries for this anim state
  2053. end_of_entries
  2054.  
  2055. hb_fall_from_skylight_end
  2056. hb_fall_from_skylight
  2057. hb_fall_from_skylight_end
  2058. begin_end_frame 53 53
  2059. // Begin entries for this anim state
  2060. end_of_entries
  2061.  
  2062. hb_land_on_bookshelf
  2063. hb_land_on_bookshelf
  2064. hb_idle
  2065. // Begin entries for this anim state
  2066. end_of_entries
  2067.  
  2068. hb_jump_off_bookshelf
  2069. hb_jump_off_bookshelf
  2070. hb_idle
  2071. // Begin entries for this anim state
  2072. end_of_entries
  2073.  
  2074. hb_fall_from_skylight_end_fast
  2075. hb_fall_from_skylight
  2076. hb_fall_from_skylight_end
  2077. // Begin entries for this anim state
  2078. end_of_entries
  2079.  
  2080. hb_up_from_skylight_fall
  2081. hb_hit_hard_from_back_get_up
  2082. hb_idle
  2083. anim_time_multiplier 0.6
  2084. // Begin entries for this anim state
  2085. end_of_entries
  2086.  
  2087. hb_put_cross_in_tomb_1
  2088. hb_put_cross_in_tomb
  2089. hb_put_cross_in_tomb_2
  2090. // Begin entries for this anim state
  2091. begin_end_frame 0 24
  2092. end_of_entries
  2093.  
  2094. hb_put_cross_in_tomb_2
  2095. hb_put_cross_in_tomb
  2096. hb_idle
  2097. // Begin entries for this anim state
  2098. begin_end_frame 25 59
  2099. end_of_entries
  2100.  
  2101. hb_get_shield
  2102. hb_get_shield
  2103. hb_get_shield_part_2
  2104. // Begin entries for this anim state
  2105. begin_end_frame 0 15
  2106. end_of_entries
  2107.  
  2108. hb_get_shield_part_2
  2109. hb_get_shield
  2110. hb_idle
  2111. // Begin entries for this anim state
  2112. begin_end_frame 16 63
  2113. end_of_entries
  2114.  
  2115. hb_reflect_light_beam
  2116. hb_reflect_light_beam 
  2117. hb_reflect_light_beam_hold 
  2118. // Begin entries for this anim state
  2119. begin_end_frame 0 89
  2120. end_of_entries
  2121.  
  2122. hb_reflect_light_beam_hold
  2123. hb_reflect_light_beam 
  2124. hb_reflect_light_beam_hold 
  2125. // Begin entries for this anim state
  2126. begin_end_frame 89 89
  2127. end_of_entries
  2128.  
  2129. hb_reflect_light_beam_2
  2130. hb_reflect_light_beam 
  2131. hb_idle 
  2132. // Begin entries for this anim state
  2133. begin_end_frame 89 109
  2134. end_of_entries
  2135.  
  2136. hb_walk_stairs_down_to_idle
  2137. hb_walk_stairs_down_to_idle
  2138. hb_idle
  2139. // Begin entries for this anim state
  2140. end_of_entries
  2141.  
  2142. hb_walk_stairs_up_to_idle
  2143. hb_walk_stairs_up_to_idle
  2144. hb_idle
  2145. // Begin entries for this anim state
  2146. end_of_entries
  2147.  
  2148. hb_pick_pt_1_doc                    // name of this anim_state
  2149. hb_pick_pt_1_doc                    // name for the win_anim for this state
  2150. hb_pick_pt_2_doc                    // default link anim for this anim state
  2151. // Begin entries for this anim state
  2152. sound_effect 9
  2153. end_of_entries
  2154.  
  2155. hb_pick_pt_2_doc                    // name of this anim_state
  2156. hb_pick_pt_2_doc                    // name for the win_anim for this state
  2157. hb_idle                        // default link anim for this anim state
  2158. // Begin entries for this anim state
  2159. end_of_entries
  2160.  
  2161. hb_throw_tower_lever                    // name of this anim_state
  2162. hb_throw_tower_lever                    // name for the win_anim for this state
  2163. hb_idle                        // default link anim for this anim state
  2164. // Begin entries for this anim state
  2165. end_of_entries
  2166.  
  2167. hb_throw_pig_food_pt_1
  2168. hb_throw_pig_food
  2169. hb_throw_pig_food_pt_2                        // default link anim for this anim state
  2170. // Begin entries for this anim state
  2171. begin_end_frame 0 13
  2172. end_of_entries
  2173.  
  2174. hb_throw_pig_food_pt_2
  2175. hb_throw_pig_food
  2176. hb_throw_pig_food_pt_3                        // default link anim for this anim state
  2177. // Begin entries for this anim state
  2178. begin_end_frame 14 27
  2179. end_of_entries
  2180.  
  2181. hb_throw_pig_food_pt_3
  2182. hb_throw_pig_food
  2183. hb_idle                        // default link anim for this anim state
  2184. // Begin entries for this anim state
  2185. begin_end_frame 28 40
  2186. end_of_entries
  2187.  
  2188.  
  2189. //
  2190. // new fight stuff
  2191. //
  2192. hb_combat_idle                    // name of this anim_state
  2193. hb_combat_idle                    // name for the win_anim for this state
  2194. hb_combat_idle_to_idle                        // default link anim for this anim state
  2195. // Begin entries for this anim state
  2196. up;  hb_idle_to_walk_r_1
  2197. u l;  hb_idle_to_walk_r_1_and_turn_left
  2198. u r;  hb_idle_to_walk_r_1_and_turn_right
  2199. d;  hb_idle_to_walk_back_r_1
  2200. d r;  hb_idle_to_walk_back_r_1_and_turn_left
  2201. d l;  hb_idle_to_walk_back_r_1_and_turn_right
  2202. l;  hb_turn_left_start
  2203. a l;  hb_turn_left_start
  2204. r;  hb_turn_right_start
  2205. a r;  hb_turn_right_start
  2206. a u;  hb_idle_to_run
  2207. a u l;  hb_idle_to_run_and_turn_left
  2208. a u r;  hb_idle_to_run_and_turn_right
  2209. a d; hb_jump_back
  2210. a d l; hb_jump_back_and_turn_right
  2211. a d r; hb_jump_back_and_turn_left
  2212. end_of_entries
  2213.  
  2214.  
  2215. hb_jab_1                        // name of this anim_state
  2216. hb_flesh_arm_punch                // name for the win_anim for this state
  2217. hb_combat_idle                    // default link anim for this anim state
  2218. anim_time_multiplier 0.75
  2219. //hb_jab_2
  2220. // begin entries for this anim state
  2221. //combat_joint_table punch_joint_table
  2222. //extra_translation_velocity 0 0 -800
  2223. sound_effect 8
  2224. standard_1
  2225. attacking 0
  2226. e c;    hb_jab_2
  2227. e l c; hb_jab_2_turn_left
  2228. e r c; hb_jab_2_turn_right
  2229. // ni; hb_combat_idle
  2230. end_of_entries
  2231.  
  2232. hb_jab_2                        // name of this anim_state
  2233. hb_flesh_arm_punch                // name for the win_anim for this state
  2234. hb_combat_idle                    // default link anim for this anim state
  2235. standard_2
  2236. anim_time_multiplier 0.75
  2237. sound_effect 8
  2238. //extra_translation_velocity 0 0 -800
  2239. //hb_punch_fierce
  2240. // begin entries for this anim state
  2241. attacking 0
  2242. e c;    hb_punch_fierce
  2243. e l c; hb_jab_2_turn_left
  2244. e r c; hb_jab_2_turn_right
  2245. // ni; hb_combat_idle
  2246. end_of_entries
  2247.  
  2248. hb_jab_2_turn_left                // name of this anim_state
  2249. hb_flesh_arm_punch                // name for the win_anim for this state
  2250. hb_combat_idle                    // default link anim for this anim state
  2251. standard_2
  2252. anim_time_multiplier 0.75
  2253. sound_effect 8
  2254. //extra_translation_velocity 0 0 -800
  2255. //hb_punch_fierce
  2256. extra_rotation_velocity    0.0000  -1.00  0.0000
  2257. // begin entries for this anim state
  2258. attacking 0
  2259. e c;    hb_punch_fierce
  2260. e l c; hb_jab_2_turn_left
  2261. e r c; hb_jab_2_turn_right
  2262. // ni; hb_combat_idle
  2263. end_of_entries
  2264.  
  2265. hb_jab_2_turn_right                // name of this anim_state
  2266. hb_flesh_arm_punch                // name for the win_anim for this state
  2267. hb_combat_idle                    // default link anim for this anim state
  2268. standard_2
  2269. anim_time_multiplier 0.75
  2270. sound_effect 8
  2271. //extra_translation_velocity 0 0 -800
  2272. //hb_punch_fierce
  2273. extra_rotation_velocity    0.0000  1.00  0.0000
  2274. // begin entries for this anim state
  2275. attacking 0
  2276. e c;    hb_punch_fierce
  2277. e l c; hb_jab_2_turn_left
  2278. e r c; hb_jab_2_turn_right
  2279. // ni; hb_combat_idle
  2280. end_of_entries
  2281.  
  2282. hb_punch_fierce                    // name of this anim_state
  2283. hb_knockout_punch                    // name for the win_anim for this state
  2284. hb_punch_fierce_windup                // default link anim for this anim state
  2285. // begin entries for this anim state
  2286. begin_end_frame 0 0
  2287. sound_effect 6
  2288. attacking 0
  2289. standard_3
  2290. end_of_entries
  2291.  
  2292. hb_punch_fierce_windup                // name of this anim_state
  2293. hb_knockout_punch                    // name for the win_anim for this state
  2294. hb_punch_fierce_hit                // default link anim for this anim state
  2295. // begin entries for this anim state
  2296. begin_end_frame 1 9
  2297. end_of_entries
  2298.  
  2299. hb_punch_fierce_hit                // name of this anim_state
  2300. hb_knockout_punch                    // name for the win_anim for this state
  2301. hb_punch_fierce_recover                // default link anim for this anim state
  2302. // begin entries for this anim state
  2303. begin_end_frame 10 16
  2304. sound_effect 6
  2305. attacking 0
  2306. standard_3
  2307. end_of_entries
  2308.  
  2309. hb_punch_fierce_recover                // name of this anim_state
  2310. hb_knockout_punch                    // name for the win_anim for this state
  2311. hb_combat_idle                    // default link anim for this anim state
  2312. // begin entries for this anim state
  2313. begin_end_frame 17 27
  2314. end_of_entries
  2315.  
  2316.  
  2317. hb_combat_idle_to_idle                // name of this anim_state
  2318. hb_combat_idle_to_idle                // name for the win_anim for this state
  2319. hb_idle                        // default link anim for this anim state
  2320. // begin entries for this anim state
  2321. end_of_entries
  2322.  
  2323. hb_play_organ                     // name of this anim_state
  2324. hb_play_organ                     // name for the win_anim for this state
  2325. hb_play_organ                // default link anim for this anim state
  2326. // Begin entries for this anim state
  2327. end_of_entries
  2328.  
  2329. hb_play_organ_to_idle             // name of this anim_state
  2330. hb_play_organ_to_idle             // name for the win_anim for this state
  2331. hb_idle                      // default link anim for this anim state
  2332. //anim_time_multiplier 2.00
  2333. // Begin entries for this anim state
  2334. end_of_entries
  2335.  
  2336.  
  2337. /////////////////////  For Pendulum Hack  ////////////////////////////
  2338.  
  2339. hb_hit_very_hard_from_front                // name of this anim_state
  2340. hb_hit_hard_from_front                    // name for the win_anim for this state
  2341. hb_down_on_back                        // default link anim for this anim state
  2342. begin_end_frame 0 19
  2343. extra_translation_velocity 0 0 100
  2344. anim_time_multiplier 0.70
  2345. sound_effect 3
  2346. impervious
  2347. hit
  2348. hard
  2349. front
  2350. // Begin entries for this anim state
  2351. end_of_entries
  2352.  
  2353. hb_hit_very_hard_from_back                 // name of this anim_state
  2354. hb_hit_hard_from_back                 // name for the win_anim for this state
  2355. hb_down_on_face                    // default link anim for this anim state
  2356. begin_end_frame 0 19
  2357. extra_translation_velocity 0 0 -100
  2358. anim_time_multiplier 0.70
  2359. sound_effect 3
  2360. impervious
  2361. hit
  2362. hard
  2363. back
  2364. // Begin entries for this anim state
  2365. end_of_entries
  2366.  
  2367. hb_down_on_face                    // name of this anim_state
  2368. hb_hit_hard_from_back                    // name for the win_anim for this state
  2369. hb_down_on_face                     // default link anim for this anim state
  2370. begin_end_frame 19 19
  2371. impervious
  2372. // Begin entries for this anim state
  2373. end_of_entries
  2374.  
  2375. hb_down_on_back                    // name of this anim_state
  2376. hb_hit_hard_from_front                // name for the win_anim for this state
  2377. hb_down_on_back                     // default link anim for this anim state
  2378. begin_end_frame 19 19
  2379. impervious
  2380. // Begin entries for this anim state
  2381. end_of_entries
  2382.  
  2383.  
  2384.